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
<mailto: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 <mailto: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_edwa...@btinternet.com>
<mailto: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>>
<mailto: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>>
<mailto: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>>
<mailto: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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