It would seem that removing "-alldetail" doesn't hep. It seems the program
doesn't find the prt file when vvis starts... And I've had weird leaks.

On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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.
>>
> Doh...  thanks for correcting me :)
>
>
> I think the "tools" Gabe was on about are regarding the art pipeline and
>> Hammer, not the actual code.
>
> Well that'd be better than nothing, I'd love an hammer update, so I don't
> have to hope it won't crash each time I want to look at an ent's flags :(
>
> Well then, I guess going with ASW is probably a good idea considering all
> this, but I'll probably have to get hacky with the shaderlib :(
>
>
> On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards <t_edwa...@btinternet.com>wrote:
>
>> 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_edwards@btinternet.**com <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.kammersgaard@**gmail.com<tobias.kammersga...@gmail.com>
>>> >
>>>        
>>> <mailto:tobias.kammersgaard@**gmail.com<tobias.kammersga...@gmail.com>
>>>        
>>> <mailto:tobias.kammersgaard@**gmail.com<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_edwards@btinternet.**com<t_edwa...@btinternet.com>
>>> >
>>>        <mailto:t_edwards@btinternet.**com <t_edwa...@btinternet.com>
>>>        <mailto:t_edwards@btinternet.**com <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<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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>>>
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>>>
>>>
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>>>
>>>
>>>
>>>
>>>           --     -Tony
>>>
>>>
>>>
>>>
>>>        --         -Tony
>>>
>>>
>>>
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>>
>
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