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 ? >>> >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view >>> the list archives, please visit: >>> >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the >>> list archives, please visit: >>> >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the >>> list >>> archives, please visit: >>> >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >>> >>> >>> >>> -- -Tony >>> >>> >>> >>> >>> -- -Tony >>> >>> >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >>> >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >> ______________________________**_________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> >> >
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