the vbsp version that comes with asw, turns every brush into
func_detail, so there's no visibility optimization
That only happens because the compile profiles created by the AS
authoring tools have -alldetail (or something similar) by default.
Remove that argument and you get a regular compile.
And I wonder if a mod can be incentive enough to download the complete
ASW just to play the mod, why can't we just have a SDK base ASW ?
Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared
stuff that most people already have). A Swarm base would be lovely all
the same, and without any AS content could total less than 300MB.
And yes, getting animstate right is a bitch. :) Needing to blank
SetAnimation() had me stuck for ages.
On 30/07/2011 7:48, Psy_Commando wrote:
Didn't Gabe Newell said they were working on sdk tools one or two
months ago ?
Anyways, the thing is, I'm not very confident in the ASW devs, or
ASW's future. I heard from the guys I'm helping at Hypovolemia, that
they gave them a fixed matchmaking dll to fix the hard-coded limit of
5 players, but after issuing them with the fix they went silent and
didn't release it officially, as far as I know. They haven't heard
from them since May, if I remember correctly.
We also don't have access to the shaderlib, I'd swap it with the
orange box's shaderlib, but they seem to have a lot of custom shaders.
And the vbsp version that comes with asw, turns every brush into
func_detail, so there's no visibility optimization, we have to use
the OB vbsp instead for fps, or 3rd person mods :(
And I wonder if a mod can be incentive enough to download the complete
ASW just to play the mod, why can't we just have a SDK base ASW ? Or
even just merge the ASW SDK with the source sdk, so it may get a
little more attention from the devs, and community.
And thanks for the skeleton code, I'll check it out. But I'm pretty
far along tweaking the asw_player back into a "regular" player, I'm
still struggling a little with the anim system though.
On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards
<t_edwa...@btinternet.com <mailto:t_edwa...@btinternet.com>> wrote:
There's a change to the way SteamIDs are handled that breaks game
DLL networking, Tony. IIRC that's why Source 2009 was split off
from 2007 in the first place. Sounds like something easy to fix
though...
On 30/07/2011 3:46, Tony "omega" Sergi wrote:
Oh, and when I say there are no significant changes in the
code, i mean the publically available mod code. not engine,
and stuff only valve + licensee's get.
On Sat, Jul 30, 2011 at 11:45 PM, Tony "omega" Sergi
<omegal...@gmail.com <mailto:omegal...@gmail.com>
<mailto:omegal...@gmail.com <mailto:omegal...@gmail.com>>> wrote:
btw, there *really* aren't *that many* differences between 2007
and 2009, granted, it probably would be nicer to have an
SDK for
it, just so that it's the latest and greatest, but there are no
significant changes in the code.
and last i looked, it should have no problem loading 2007
compiled
mods, as the interfaces required haven't changed from what
I can
see. (TF2 is running 2009, and you run mods from that
engine, at
least where the DS is concerned..)
I suppose the next best thing would be just to update
"source sdk
base 2007" up to "source sdk base 2009".
- Tony
On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard
<tobias.kammersga...@gmail.com
<mailto:tobias.kammersga...@gmail.com>
<mailto:tobias.kammersga...@gmail.com
<mailto:tobias.kammersga...@gmail.com>>> wrote:
The biggest problem with using the ASW code is really
the lack
of Half-Life 2 content. The singleplayer mod I'm working on
would love to have features from the ASW code base, however
lack of HL2 stops us from going there. Granted we should
replace all the HL2 content with out own, but I don't
see that
happening with a team of 5 people.
However I will checkout your skeleton Tom :)!
- ScarT
On 30 July 2011 14:57, Tom Edwards
<t_edwa...@btinternet.com <mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>> wrote:
Don't expect any more significant updates to 2007/9, if
for no other reason than the move from GCF to NCF.
Alien
Swarm is from the main codeline and is much more recent
than 2007/9 so is clearly the best choice for new mods.
Since you probably aren't making a top-down shooter
here
is an alpha for the Alien Swarm Skeleton, which is a
simple first-person game. Hopefully having something
public will encourage me to spend more time on its
remaining problems. :)
http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip
On 30/07/2011 12:24, Psy_Commando wrote:
Sorry, for the previous message, forgot to put a
subject...
Hi,this time I'm having a more complicated
question.
Me and my team were about to switch from Source
2007
to Alien Swarm Source, to make our mod free, and to
have access to the menu and loading UI and the
Alien
Swarm assets. However, Source 2007 is now free, so
that removed one of the big advantages of ASW.
Beside
ASW, has tons of references directly to member
variables of other classes, which makes it very
hard
to make significant changes.
What I'm wondering is, is this a good move in
the long
term ? I mean ASW, and the ASW SDK are pretty much
left to die by its devs, and there are about two
active mods... Unlike with ASW I can expect
that there
will be a Source 2009 update at some point with the
Source SDK. Any suggestions or comments ?
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-- -Tony
--
-Tony
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