Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
My guess is it might come later. I'm sure they started before the mac ported
code was ready to be integrated into more projects.

However, I wonder if the tile-based map editor is a bunch of prefab-type
things that snap to a large grid. I wait for monday when it releases to go
poke in the files and code.

And I wonder if they're shipping any other SDK updates besides the code
branch?

On Fri, Jul 16, 2010 at 3:36 PM, Tom Edwards wrote:

>  If you hadn't heard already, the SDK is being updated on Monday with the
> complete source code to Alien Swarm, a brand new Source 2009 game by the
> team who made the original UT2004 mod (and who now work for Valve). It's
> going to be a sample project in the same vein as TFC.
>
> AS has a tile-based map editor, omnidirectional projected textures,
> real-time depth of field and Steamworks integration...but apparently no Mac
> support?
>
> http://store.steampowered.com/app/630
>
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Alfred Reynolds
Right, no Mac support yet, they got ahead of us :)

> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> Sent: Friday, July 16, 2010 3:37 PM
> To: hlcoders
> Subject: [hlcoders] Alien Swarm
> 
>   If you hadn't heard already, the SDK is being updated on Monday with
> the complete source code to Alien Swarm, a brand new Source 2009 game
> by
> the team who made the original UT2004 mod (and who now work for Valve).
> It's going to be a sample project in the same vein as TFC.
> 
> AS has a tile-based map editor, omnidirectional projected textures,
> real-time depth of field and Steamworks integration...but apparently no
> Mac support?
> 
> http://store.steampowered.com/app/630
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
Excited to see Alien Swarm. Not only does it not look like source (And yet
still be source), it looks like good fun. And it's free.

Is there reasoning behind it being free? (Other than allowing anyone to
become a Source developer for free)

On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
wrote:

> Right, no Mac support yet, they got ahead of us :)
>
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> > boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> > Sent: Friday, July 16, 2010 3:37 PM
> > To: hlcoders
> > Subject: [hlcoders] Alien Swarm
> >
> >   If you hadn't heard already, the SDK is being updated on Monday with
> > the complete source code to Alien Swarm, a brand new Source 2009 game
> > by
> > the team who made the original UT2004 mod (and who now work for Valve).
> > It's going to be a sample project in the same vein as TFC.
> >
> > AS has a tile-based map editor, omnidirectional projected textures,
> > real-time depth of field and Steamworks integration...but apparently no
> > Mac support?
> >
> > http://store.steampowered.com/app/630
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread AJ Collins
I'm guessing it's Valve's answer to Epic's UDK.

On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
wrote:

> Excited to see Alien Swarm. Not only does it not look like source (And yet
> still be source), it looks like good fun. And it's free.
>
> Is there reasoning behind it being free? (Other than allowing anyone to
> become a Source developer for free)
>
> On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
> wrote:
>
> > Right, no Mac support yet, they got ahead of us :)
> >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> > > boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> > > Sent: Friday, July 16, 2010 3:37 PM
> > > To: hlcoders
> > > Subject: [hlcoders] Alien Swarm
> > >
> > >   If you hadn't heard already, the SDK is being updated on Monday with
> > > the complete source code to Alien Swarm, a brand new Source 2009 game
> > > by
> > > the team who made the original UT2004 mod (and who now work for Valve).
> > > It's going to be a sample project in the same vein as TFC.
> > >
> > > AS has a tile-based map editor, omnidirectional projected textures,
> > > real-time depth of field and Steamworks integration...but apparently no
> > > Mac support?
> > >
> > > http://store.steampowered.com/app/630
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Tobias Kammersgaard
I'm guessing this is a project for these guys to get used to working with
the Source engine. They might as well release it (for free) so others can
judge (I don't know).

- ScarT


On 17 July 2010 01:08, Matt Hoffman  wrote:

> Excited to see Alien Swarm. Not only does it not look like source (And yet
> still be source), it looks like good fun. And it's free.
>
> Is there reasoning behind it being free? (Other than allowing anyone to
> become a Source developer for free)
>
> On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
> wrote:
>
> > Right, no Mac support yet, they got ahead of us :)
> >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> > > boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> > > Sent: Friday, July 16, 2010 3:37 PM
> > > To: hlcoders
> > > Subject: [hlcoders] Alien Swarm
> > >
> > >   If you hadn't heard already, the SDK is being updated on Monday with
> > > the complete source code to Alien Swarm, a brand new Source 2009 game
> > > by
> > > the team who made the original UT2004 mod (and who now work for Valve).
> > > It's going to be a sample project in the same vein as TFC.
> > >
> > > AS has a tile-based map editor, omnidirectional projected textures,
> > > real-time depth of field and Steamworks integration...but apparently no
> > > Mac support?
> > >
> > > http://store.steampowered.com/app/630
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Tobias Kammersgaard
That's actually a better guess.

Two years ago, Valve hired the talented team behind the popular top down
co-op mod Alien Swarm. Since then, they have been busy working on the Left 4
Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
and the team has spent a lot of time bringing the game to Source in between
their contributions to the other Valve projects.



- ScarT


On 17 July 2010 01:24, AJ Collins  wrote:

> I'm guessing it's Valve's answer to Epic's UDK.
>
> On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
> wrote:
>
> > Excited to see Alien Swarm. Not only does it not look like source (And
> yet
> > still be source), it looks like good fun. And it's free.
> >
> > Is there reasoning behind it being free? (Other than allowing anyone to
> > become a Source developer for free)
> >
> > On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
> > wrote:
> >
> > > Right, no Mac support yet, they got ahead of us :)
> > >
> > > > -Original Message-
> > > > From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> > > > boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> > > > Sent: Friday, July 16, 2010 3:37 PM
> > > > To: hlcoders
> > > > Subject: [hlcoders] Alien Swarm
> > > >
> > > >   If you hadn't heard already, the SDK is being updated on Monday
> with
> > > > the complete source code to Alien Swarm, a brand new Source 2009 game
> > > > by
> > > > the team who made the original UT2004 mod (and who now work for
> Valve).
> > > > It's going to be a sample project in the same vein as TFC.
> > > >
> > > > AS has a tile-based map editor, omnidirectional projected textures,
> > > > real-time depth of field and Steamworks integration...but apparently
> no
> > > > Mac support?
> > > >
> > > > http://store.steampowered.com/app/630
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > 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
> > >
> > >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Sam
"I'm guessing it's Valve's answer to Epic's UDK."

It includes the Source SDK, so yes. It also might make mods available to
everyone

On Fri, Jul 16, 2010 at 8:24 PM, AJ Collins  wrote:

> I'm guessing it's Valve's answer to Epic's UDK.
>
> On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
> wrote:
>
> > Excited to see Alien Swarm. Not only does it not look like source (And
> yet
> > still be source), it looks like good fun. And it's free.
> >
> > Is there reasoning behind it being free? (Other than allowing anyone to
> > become a Source developer for free)
> >
> > On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
> > wrote:
> >
> > > Right, no Mac support yet, they got ahead of us :)
> > >
> > > > -Original Message-
> > > > From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> > > > boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> > > > Sent: Friday, July 16, 2010 3:37 PM
> > > > To: hlcoders
> > > > Subject: [hlcoders] Alien Swarm
> > > >
> > > >   If you hadn't heard already, the SDK is being updated on Monday
> with
> > > > the complete source code to Alien Swarm, a brand new Source 2009 game
> > > > by
> > > > the team who made the original UT2004 mod (and who now work for
> Valve).
> > > > It's going to be a sample project in the same vein as TFC.
> > > >
> > > > AS has a tile-based map editor, omnidirectional projected textures,
> > > > real-time depth of field and Steamworks integration...but apparently
> no
> > > > Mac support?
> > > >
> > > > http://store.steampowered.com/app/630
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > 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
> > >
> > >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Ben Mears
"the team has spent a lot of time bringing the game to Source in between 
their contributions to the other Valve projects."


I wonder if the devs got paid by Valve to finish Alien Swarm or if it 
continued to be a mod-in-your-free-time type project? What do you guys 
think?







Tobias Kammersgaard wrote:

That's actually a better guess.

Two years ago, Valve hired the talented team behind the popular top down
co-op mod Alien Swarm. Since then, they have been busy working on the Left 4
Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
and the team has spent a lot of time bringing the game to Source in between
their contributions to the other Valve projects.



- ScarT


On 17 July 2010 01:24, AJ Collins  wrote:

  

I'm guessing it's Valve's answer to Epic's UDK.

On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
wrote:



Excited to see Alien Swarm. Not only does it not look like source (And
  

yet


still be source), it looks like good fun. And it's free.

Is there reasoning behind it being free? (Other than allowing anyone to
become a Source developer for free)

On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
wrote:

  

Right, no Mac support yet, they got ahead of us :)



-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, July 16, 2010 3:37 PM
To: hlcoders
Subject: [hlcoders] Alien Swarm

  If you hadn't heard already, the SDK is being updated on Monday
  

with


the complete source code to Alien Swarm, a brand new Source 2009 game
by
the team who made the original UT2004 mod (and who now work for
  

Valve).


It's going to be a sample project in the same vein as TFC.

AS has a tile-based map editor, omnidirectional projected textures,
real-time depth of field and Steamworks integration...but apparently
  

no


Mac support?

http://store.steampowered.com/app/630

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archives,


please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
  

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--
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Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
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831-479-4263


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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Cory de La Torre
Oh man, SDK update. Thank you Valve.

On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears wrote:

> "the team has spent a lot of time bringing the game to Source in between
> their contributions to the other Valve projects."
>
> I wonder if the devs got paid by Valve to finish Alien Swarm or if it
> continued to be a mod-in-your-free-time type project? What do you guys
> think?
>
>
>
>
>
>
>
> Tobias Kammersgaard wrote:
>
>> That's actually a better guess.
>>
>> Two years ago, Valve hired the talented team behind the popular top down
>> co-op mod Alien Swarm. Since then, they have been busy working on the Left
>> 4
>> Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
>> and the team has spent a lot of time bringing the game to Source in
>> between
>> their contributions to the other Valve projects.
>>
>>
>>
>> - ScarT
>>
>>
>> On 17 July 2010 01:24, AJ Collins  wrote:
>>
>>
>>
>>> I'm guessing it's Valve's answer to Epic's UDK.
>>>
>>> On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
>>> wrote:
>>>
>>>
>>>
 Excited to see Alien Swarm. Not only does it not look like source (And


>>> yet
>>>
>>>
 still be source), it looks like good fun. And it's free.

 Is there reasoning behind it being free? (Other than allowing anyone to
 become a Source developer for free)

 On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
 wrote:



> Right, no Mac support yet, they got ahead of us :)
>
>
>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
>> boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
>> Sent: Friday, July 16, 2010 3:37 PM
>> To: hlcoders
>> Subject: [hlcoders] Alien Swarm
>>
>>  If you hadn't heard already, the SDK is being updated on Monday
>>
>>
> with
>>>
>>>
 the complete source code to Alien Swarm, a brand new Source 2009 game
>> by
>> the team who made the original UT2004 mod (and who now work for
>>
>>
> Valve).
>>>
>>>
 It's going to be a sample project in the same vein as TFC.
>>
>> AS has a tile-based map editor, omnidirectional projected textures,
>> real-time depth of field and Steamworks integration...but apparently
>>
>>
> no
>>>
>>>
 Mac support?
>>
>> http://store.steampowered.com/app/630
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>>
>>
> archives,
>>>
>>>
 please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
> ___
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> please visit:
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>
>
>
>
 ___
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 please visit:
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>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
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>>>
>>>
>>>
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>>
>
>
> --
> Ben Mears
>
> Production Lead
>
> Noesis Interactive
>
> b...@noesisinteractive.com
> http://www.noesisinteractive.com/
>
> 2450 17th Ave.
> Suite 125
> Santa Cruz, California
> 95062
> 831-479-4263
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


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Re: [hlcoders] Alien Swarm

2010-07-16 Thread [|NoFaTe|]

 Seperate SDK actually...

.No

Cory de La Torre wrote:

Oh man, SDK update. Thank you Valve.

On Fri, Jul 16, 2010 at 4:39 PM, Ben Mearswrote:



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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Cory de La Torre
They said Codebase homie.

On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]  wrote:

>  Seperate SDK actually...
>
> .No
>
>
> Cory de La Torre wrote:
>
>> Oh man, SDK update. Thank you Valve.
>>
>> On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears> >wrote:
>>
>>
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread [|NoFaTe|]

 Did they? o.O

.No

Cory de La Torre wrote:

They said Codebase homie.

On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]  wrote:



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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Byron Mallett
I just read "real-time DOF" and went a bit silly. That's exactly what I'm
trying to implement as a screen-space shader, but I definitely want to see
how Valve themselves managed it.

On Sat, Jul 17, 2010 at 12:00 PM, [|NoFaTe|]  wrote:

>  Seperate SDK actually...
>
> .No
>
>
> Cory de La Torre wrote:
>
>> Oh man, SDK update. Thank you Valve.
>>
>> On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears> >wrote:
>>
>>
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Cory de La Torre
Thats because there is an actual working depth buffer. OH MY!

On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|]  wrote:

>  Did they? o.O
>
>
> .No
>
> Cory de La Torre wrote:
>
>> They said Codebase homie.
>>
>> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
>>  wrote:
>>
>>
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Harry Jeffery
Really? The closest thing I knew valve had to a depth buffer was using
black fog and rendering in fullbright white.

On 17 July 2010 01:28, Cory de La Torre  wrote:
> Thats because there is an actual working depth buffer. OH MY!
>
> On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|]  wrote:
>
>>  Did they? o.O
>>
>>
>> .No
>>
>> Cory de La Torre wrote:
>>
>>> They said Codebase homie.
>>>
>>> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
>>>  wrote:
>>>
>>>
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>>
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>
>
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Ryan Sheffer
No engine code? No care.

On Fri, Jul 16, 2010 at 6:57 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> Really? The closest thing I knew valve had to a depth buffer was using
> black fog and rendering in fullbright white.
>
> On 17 July 2010 01:28, Cory de La Torre  wrote:
> > Thats because there is an actual working depth buffer. OH MY!
> >
> > On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|] 
> wrote:
> >
> >>  Did they? o.O
> >>
> >>
> >> .No
> >>
> >> Cory de La Torre wrote:
> >>
> >>> They said Codebase homie.
> >>>
> >>> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
> >>>  wrote:
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
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> > ___
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> >
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Re: [hlcoders] Alien Swarm

2010-07-17 Thread Tom Edwards
 It's a brand new SDK. 



Making the SDK separate clears the way for it being absolutely free to 
*everyone*, without it granting access to existing 2006/2007 Source mods 
(which mount HL2 content) too. I'm betting that the AS SDK won't have 
the normal shared engine content we're used to from SDK Base, just like 
UDK only has a subset of UT3's.


On 17/07/2010 1:18, Cory de La Torre wrote:

They said Codebase homie.

On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]  wrote:


  Seperate SDK actually...

.No


Cory de La Torre wrote:


Oh man, SDK update. Thank you Valve.

On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears
wrote:



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Re: [hlcoders] Alien Swarm

2010-07-17 Thread Matt Hoffman
That's fine by me, no need to shove old 2004 content down everyone's throats
again and having it show up in every bloody thing you try to make.

On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards wrote:

>  It's a brand new SDK. <
> http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943
> >
>
> Making the SDK separate clears the way for it being absolutely free to
> *everyone*, without it granting access to existing 2006/2007 Source mods
> (which mount HL2 content) too. I'm betting that the AS SDK won't have the
> normal shared engine content we're used to from SDK Base, just like UDK only
> has a subset of UT3's.
>
>
> On 17/07/2010 1:18, Cory de La Torre wrote:
>
>> They said Codebase homie.
>>
>> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
>>  wrote:
>>
>>   Seperate SDK actually...
>>>
>>> .No
>>>
>>>
>>> Cory de La Torre wrote:
>>>
>>>  Oh man, SDK update. Thank you Valve.

 On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears>>>
> wrote:
>

  ___
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>>> please visit:
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>>>
>>>
>>
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Re: [hlcoders] Alien Swarm

2010-07-18 Thread Michael Corsaro
DoF shaders where shipped with L4D + L4D2, but they were not used (a
'frozen' shader was too). Just look in the shaders folder.

On Sat, Jul 17, 2010 at 1:13 PM, Matt Hoffman
wrote:

> That's fine by me, no need to shove old 2004 content down everyone's
> throats
> again and having it show up in every bloody thing you try to make.
>
> On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards  >wrote:
>
> >  It's a brand new SDK. <
> >
> http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943
> > >
> >
> > Making the SDK separate clears the way for it being absolutely free to
> > *everyone*, without it granting access to existing 2006/2007 Source mods
> > (which mount HL2 content) too. I'm betting that the AS SDK won't have the
> > normal shared engine content we're used to from SDK Base, just like UDK
> only
> > has a subset of UT3's.
> >
> >
> > On 17/07/2010 1:18, Cory de La Torre wrote:
> >
> >> They said Codebase homie.
> >>
> >> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
> >>  wrote:
> >>
> >>   Seperate SDK actually...
> >>>
> >>> .No
> >>>
> >>>
> >>> Cory de La Torre wrote:
> >>>
> >>>  Oh man, SDK update. Thank you Valve.
> 
>  On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears 
> > wrote:
> >
> 
>   ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>
> > ___
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> > please visit:
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> >
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Re: [hlcoders] Alien Swarm

2010-07-19 Thread Byron Mallett
Only problem is that the source for the shaders isn't available, so I have
no idea how to interface them into my code. Here's hoping the shader code
will be in the SDK tomorrow.


On Mon, Jul 19, 2010 at 4:07 PM, Michael Corsaro  wrote:

> DoF shaders where shipped with L4D + L4D2, but they were not used (a
> 'frozen' shader was too). Just look in the shaders folder.
>
> On Sat, Jul 17, 2010 at 1:13 PM, Matt Hoffman
> wrote:
>
> > That's fine by me, no need to shove old 2004 content down everyone's
> > throats
> > again and having it show up in every bloody thing you try to make.
> >
> > On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards  > >wrote:
> >
> > >  It's a brand new SDK. <
> > >
> >
> http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943
> > > >
> > >
> > > Making the SDK separate clears the way for it being absolutely free to
> > > *everyone*, without it granting access to existing 2006/2007 Source
> mods
> > > (which mount HL2 content) too. I'm betting that the AS SDK won't have
> the
> > > normal shared engine content we're used to from SDK Base, just like UDK
> > only
> > > has a subset of UT3's.
> > >
> > >
> > > On 17/07/2010 1:18, Cory de La Torre wrote:
> > >
> > >> They said Codebase homie.
> > >>
> > >> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
> > >>  wrote:
> > >>
> > >>   Seperate SDK actually...
> > >>>
> > >>> .No
> > >>>
> > >>>
> > >>> Cory de La Torre wrote:
> > >>>
> > >>>  Oh man, SDK update. Thank you Valve.
> > 
> >  On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears<
> b...@noesisinteractive.com
> > 
> > > wrote:
> > >
> > 
> >   ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
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> > ___
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> > please visit:
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> >
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Re: [hlcoders] Alien Swarm

2010-07-19 Thread Adam Buckland
Anyone from Valve reading this.. *hint* *wink* *nudge*

:P

Sent from my iPhone

On 19 Jul 2010, at 11:29, Byron Mallett  wrote:

> Only problem is that the source for the shaders isn't available, so I have
> no idea how to interface them into my code. Here's hoping the shader code
> will be in the SDK tomorrow.
>
>
> On Mon, Jul 19, 2010 at 4:07 PM, Michael Corsaro  wrote:
>
>> DoF shaders where shipped with L4D + L4D2, but they were not used (a
>> 'frozen' shader was too). Just look in the shaders folder.
>>
>> On Sat, Jul 17, 2010 at 1:13 PM, Matt Hoffman
>> wrote:
>>
>>> That's fine by me, no need to shove old 2004 content down everyone's
>>> throats
>>> again and having it show up in every bloody thing you try to make.
>>>
>>> On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards >>> wrote:
>>>
 It's a brand new SDK. <

>>>
>> http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943
>

 Making the SDK separate clears the way for it being absolutely free to
 *everyone*, without it granting access to existing 2006/2007 Source
>> mods
 (which mount HL2 content) too. I'm betting that the AS SDK won't have
>> the
 normal shared engine content we're used to from SDK Base, just like UDK
>>> only
 has a subset of UT3's.


 On 17/07/2010 1:18, Cory de La Torre wrote:

> They said Codebase homie.
>
> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
> wrote:
>
>  Seperate SDK actually...
>>
>> .No
>>
>>
>> Cory de La Torre wrote:
>>
>> Oh man, SDK update. Thank you Valve.
>>>
>>> On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears<
>> b...@noesisinteractive.com
>>>
 wrote:

>>>
>>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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>>> ___
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Re: [hlcoders] Alien Swarm

2010-07-19 Thread Tobias Kammersgaard
No.

Sent from my HTC Desire LOL

Den 19/07/2010 13.53 skrev "Adam Buckland" :

Anyone from Valve reading this.. *hint* *wink* *nudge*

:P

Sent from my iPhone


On 19 Jul 2010, at 11:29, Byron Mallett  wrote:

> Only problem is that the so...
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Re: [hlcoders] Alien Swarm

2010-07-19 Thread Stephen Swires
Got the source code, it's a shame they didn't port over the SDK template to
the Alien Swarm codebase.

On Mon, Jul 19, 2010 at 3:06 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:

> No.
>
> Sent from my HTC Desire LOL
>
> Den 19/07/2010 13.53 skrev "Adam Buckland" :
>
> Anyone from Valve reading this.. *hint* *wink* *nudge*
>
> :P
>
> Sent from my iPhone
>
>
> On 19 Jul 2010, at 11:29, Byron Mallett  wrote:
>
> > Only problem is that the so...
> ___
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Re: [hlcoders] Alien Swarm

2010-07-20 Thread Dan L
Agreed, would love it if valve ported it over.. :)
Probably should just get started doing it myself..

On Mon, Jul 19, 2010 at 5:33 PM, Stephen Swires wrote:

> Got the source code, it's a shame they didn't port over the SDK template to
> the Alien Swarm codebase.
>
> On Mon, Jul 19, 2010 at 3:06 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
>
> > No.
> >
> > Sent from my HTC Desire LOL
> >
> > Den 19/07/2010 13.53 skrev "Adam Buckland" :
> >
> > Anyone from Valve reading this.. *hint* *wink* *nudge*
> >
> > :P
> >
> > Sent from my iPhone
> >
> >
> > On 19 Jul 2010, at 11:29, Byron Mallett  wrote:
> >
> > > Only problem is that the so...
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
>
>
> --
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Re: [hlcoders] Alien Swarm

2010-07-20 Thread Stephen Swires
Yeah I'm also thinking about doing a port, but I would want to release it.
I'm not sure of the legality of that though.

On Wed, Jul 21, 2010 at 2:00 AM, Dan L  wrote:

> Agreed, would love it if valve ported it over.. :)
> Probably should just get started doing it myself..
>
> On Mon, Jul 19, 2010 at 5:33 PM, Stephen Swires  >wrote:
>
> > Got the source code, it's a shame they didn't port over the SDK template
> to
> > the Alien Swarm codebase.
> >
> > On Mon, Jul 19, 2010 at 3:06 PM, Tobias Kammersgaard <
> > tobias.kammersga...@gmail.com> wrote:
> >
> > > No.
> > >
> > > Sent from my HTC Desire LOL
> > >
> > > Den 19/07/2010 13.53 skrev "Adam Buckland" :
> > >
> > > Anyone from Valve reading this.. *hint* *wink* *nudge*
> > >
> > > :P
> > >
> > > Sent from my iPhone
> > >
> > >
> > > On 19 Jul 2010, at 11:29, Byron Mallett  wrote:
> > >
> > > > Only problem is that the so...
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > - Stephen Swires
> > ___
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> > please visit:
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> >
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Jonas 'Sortie' Termansen
A friend of mine and I have begun work on reimplementing HL2 on the AlienSwarm 
engine. We have set up a SVN, got first person working, and we about to 
reimplement GCF loading through hllib. We have confirmed that GCF support is 
gone. If anyone is interested in helping out on our project cleverly called 
LiveSwarm, feel free to email me. Our results will be released to the 
community. :)
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
GCF support is missing?

The more I see of this, the more I'm starting to suspect that this is
going to become a UDK-like product (ie licensing of engine binaries,
for use in games, rather than the full engine source)...

On 21 July 2010 13:01, Jonas 'Sortie' Termansen  wrote:
> A friend of mine and I have begun work on reimplementing HL2 on the 
> AlienSwarm engine. We have set up a SVN, got first person working, and we 
> about to reimplement GCF loading through hllib. We have confirmed that GCF 
> support is gone. If anyone is interested in helping out on our project 
> cleverly called LiveSwarm, feel free to email me. Our results will be 
> released to the community. :)
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>



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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Byron Mallett
I'm surprised about GCF support being missing but I guess it makes sense
since Valve's last big two releases both had moved to .vpk archives.

On Thu, Jul 22, 2010 at 12:35 AM, Adam Buckland wrote:

> GCF support is missing?
>
> The more I see of this, the more I'm starting to suspect that this is
> going to become a UDK-like product (ie licensing of engine binaries,
> for use in games, rather than the full engine source)...
>
> On 21 July 2010 13:01, Jonas 'Sortie' Termansen  wrote:
> > A friend of mine and I have begun work on reimplementing HL2 on the
> AlienSwarm engine. We have set up a SVN, got first person working, and we
> about to reimplement GCF loading through hllib. We have confirmed that GCF
> support is gone. If anyone is interested in helping out on our project
> cleverly called LiveSwarm, feel free to email me. Our results will be
> released to the community. :)
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
>
> --
>
> Bucky
>
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tobias Kammersgaard
Speaking of the VPK format. How much of the add-on system is available in
the new sdk?

Den 21/07/2010 14.55 skrev "Byron Mallett" :

I'm surprised about GCF support being missing but I guess it makes sense
since Valve's last big two releases both had moved to .vpk archives.

On Thu, Jul 22, 2010 at 12:35 AM, Adam Buckland wrote:


> GCF support is missing?
>
> The more I see of this, the more I'm starting to suspect that this is...
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
You're on trecharous legal ground here. Alien Swarm and its SDK are free for 
EVERYONE - not just owners of Source games like before. Valve didn't include 
HL2 content or code for a reason!

On that subject, how suitable is the game for TC mods? It's simple enough to 
bring its code back to FPS, but VVIS compiles without visibility and there's 
not currently any gaurantee that backward compatibility won't be broken in the 
future.

I'd like to know the status of the code too, so that I can put it under source 
control correctly. Is it from the same codeline as TF2/HL2/etc, or will that 
one show up in the Source SDK later?

--- On Wed, 21/7/10, Jonas 'Sortie' Termansen  wrote:

> From: Jonas 'Sortie' Termansen 
> Subject: Re: [hlcoders] Alien Swarm
> To: "Discussion of Half-Life Programming" 
> Date: Wednesday, 21 July, 2010, 13:01
> A friend of mine and I have begun
> work on reimplementing HL2 on the AlienSwarm engine. We have
> set up a SVN, got first person working, and we about to
> reimplement GCF loading through hllib. We have confirmed
> that GCF support is gone. If anyone is interested in helping
> out on our project cleverly called LiveSwarm, feel free to
> email me. Our results will be released to the community. :)
> ___
> To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
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> 
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
Personally, I think Valve didn't release the HL2 code to show that
Source isn't based on HL2, and is as flexible as any other engine, but
Tom's right, I'd speak to Valve before you release any HL2 code
publicly.

On 21 July 2010 16:06, Tom Edwards  wrote:
> You're on trecharous legal ground here. Alien Swarm and its SDK are free for 
> EVERYONE - not just owners of Source games like before. Valve didn't include 
> HL2 content or code for a reason!
>
> On that subject, how suitable is the game for TC mods? It's simple enough to 
> bring its code back to FPS, but VVIS compiles without visibility and there's 
> not currently any gaurantee that backward compatibility won't be broken in 
> the future.
>
> I'd like to know the status of the code too, so that I can put it under 
> source control correctly. Is it from the same codeline as TF2/HL2/etc, or 
> will that one show up in the Source SDK later?
>
> --- On Wed, 21/7/10, Jonas 'Sortie' Termansen  wrote:
>
>> From: Jonas 'Sortie' Termansen 
>> Subject: Re: [hlcoders] Alien Swarm
>> To: "Discussion of Half-Life Programming" 
>> Date: Wednesday, 21 July, 2010, 13:01
>> A friend of mine and I have begun
>> work on reimplementing HL2 on the AlienSwarm engine. We have
>> set up a SVN, got first person working, and we about to
>> reimplement GCF loading through hllib. We have confirmed
>> that GCF support is gone. If anyone is interested in helping
>> out on our project cleverly called LiveSwarm, feel free to
>> email me. Our results will be released to the community. :)
>> ___
>> To unsubscribe, edit your list preferences, or view the
>> list archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
That simply isn't true. If another user of the computer owns HL2 then the GCFs 
will be there, and I expect most of them will be there if the HL2 demo is 
installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway! It's 
already on Source 2009 (though evidently not exactly the same version since it 
won't mount GCFs).


--- On Wed, 21/7/10, Jonas 'Sortie' Termansen  wrote:

> From: Jonas 'Sortie' Termansen 
> Subject: Re: [hlcoders] Alien Swarm
> To: "Tom Edwards" 
> Date: Wednesday, 21 July, 2010, 16:11
> On 2010-07-21 17:06, Tom Edwards
> wrote:
> > You're on trecharous legal ground here. Alien Swarm
> and its SDK are free for EVERYONE - not just owners of
> Source games like before. Valve didn't include HL2 content
> or code for a reason!
> >    
> We are mounting GCF files through hllib. You shouldn't have
> a working GCF for a game unless you own it. (Okay. You might
> be able to pirate one. But that's endlessly out of the scope
> of our project.) That means, you still need the required HL2
> games to play our mods on the newer engine. We are not
> directly interested in making our games playable without HL2
> Installed, we just want our HL2 mods on the newer engine.
> 

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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Jonas 'Sortie' Termansen

On 2010-07-21 17:45, Tom Edwards wrote:

That simply isn't true. If another user of the computer owns HL2 then the GCFs 
will be there, and I expect most of them will be there if the HL2 demo is 
installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway! It's 
already on Source 2009 (though evidently not exactly the same version since it 
won't mount GCFs).

   
HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our 
project is simply porting HL2 mods to this engine.


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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Olly
AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen  wrote:

> On 2010-07-21 17:45, Tom Edwards wrote:
>
>> That simply isn't true. If another user of the computer owns HL2 then the
>> GCFs will be there, and I expect most of them will be there if the HL2 demo
>> is installed too.
>>
>> Requiring HL2 to be installed makes your whole effort redundant anyway!
>> It's already on Source 2009 (though evidently not exactly the same version
>> since it won't mount GCFs).
>>
>>
>>
> HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our project
> is simply porting HL2 mods to this engine.
>
>
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
Alien Swarm is based on L4D2, not Source 2009. If someone can solve the VVIS
issue then there should be no issues in using it for TCs - server browser's
still there.


On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:

> AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
>
> On 21 July 2010 16:55, Jonas 'Sortie' Termansen  wrote:
>
> > On 2010-07-21 17:45, Tom Edwards wrote:
> >
> >> That simply isn't true. If another user of the computer owns HL2 then
> the
> >> GCFs will be there, and I expect most of them will be there if the HL2
> demo
> >> is installed too.
> >>
> >> Requiring HL2 to be installed makes your whole effort redundant anyway!
> >> It's already on Source 2009 (though evidently not exactly the same
> version
> >> since it won't mount GCFs).
> >>
> >>
> >>
> > HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
> project
> > is simply porting HL2 mods to this engine.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
Isn't the L4D2 engine Source 2009? I was under the impression that
Valve named the engine after the year it's product is released. Hence
why Source 2007 is the OB engine...

On 21 July 2010 17:33, Stephen Swires  wrote:
> Alien Swarm is based on L4D2, not Source 2009. If someone can solve the VVIS
> issue then there should be no issues in using it for TCs - server browser's
> still there.
>
>
> On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:
>
>> AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
>>
>> On 21 July 2010 16:55, Jonas 'Sortie' Termansen  wrote:
>>
>> > On 2010-07-21 17:45, Tom Edwards wrote:
>> >
>> >> That simply isn't true. If another user of the computer owns HL2 then
>> the
>> >> GCFs will be there, and I expect most of them will be there if the HL2
>> demo
>> >> is installed too.
>> >>
>> >> Requiring HL2 to be installed makes your whole effort redundant anyway!
>> >> It's already on Source 2009 (though evidently not exactly the same
>> version
>> >> since it won't mount GCFs).
>> >>
>> >>
>> >>
>> > HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
>> project
>> > is simply porting HL2 mods to this engine.
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>
>
> --
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tobias Kammersgaard
(What is the vvis issue?)

- ScarT


On 21 July 2010 18:33, Stephen Swires  wrote:

> Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
> VVIS
> issue then there should be no issues in using it for TCs - server browser's
> still there.
>
>
> On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:
>
> > AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
> >
> > On 21 July 2010 16:55, Jonas 'Sortie' Termansen 
> wrote:
> >
> > > On 2010-07-21 17:45, Tom Edwards wrote:
> > >
> > >> That simply isn't true. If another user of the computer owns HL2 then
> > the
> > >> GCFs will be there, and I expect most of them will be there if the HL2
> > demo
> > >> is installed too.
> > >>
> > >> Requiring HL2 to be installed makes your whole effort redundant
> anyway!
> > >> It's already on Source 2009 (though evidently not exactly the same
> > version
> > >> since it won't mount GCFs).
> > >>
> > >>
> > >>
> > > HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
> > project
> > > is simply porting HL2 mods to this engine.
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > 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
> >
> >
>
>
> --
> - Stephen Swires
> ___
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
No. S2009 is CS:S, TF2, DOD:S and the HL2 games.

On Wed, Jul 21, 2010 at 5:41 PM, Adam Buckland wrote:

> Isn't the L4D2 engine Source 2009? I was under the impression that
> Valve named the engine after the year it's product is released. Hence
> why Source 2007 is the OB engine...
>
> On 21 July 2010 17:33, Stephen Swires  wrote:
> > Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
> VVIS
> > issue then there should be no issues in using it for TCs - server
> browser's
> > still there.
> >
> >
> > On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:
> >
> >> AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
> >>
> >> On 21 July 2010 16:55, Jonas 'Sortie' Termansen 
> wrote:
> >>
> >> > On 2010-07-21 17:45, Tom Edwards wrote:
> >> >
> >> >> That simply isn't true. If another user of the computer owns HL2 then
> >> the
> >> >> GCFs will be there, and I expect most of them will be there if the
> HL2
> >> demo
> >> >> is installed too.
> >> >>
> >> >> Requiring HL2 to be installed makes your whole effort redundant
> anyway!
> >> >> It's already on Source 2009 (though evidently not exactly the same
> >> version
> >> >> since it won't mount GCFs).
> >> >>
> >> >>
> >> >>
> >> > HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
> >> project
> >> > is simply porting HL2 mods to this engine.
> >> >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > 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
> >>
> >>
> >
> >
> > --
> > - Stephen Swires
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
>
> --
>
> Bucky
>
> ___
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Ryan Sheffer
If GCF support is gone, you won't be able to just load resourses using a third 
party GCF handler. The engine and filesystems deal with loading, unloading, and 
precache. Not to mention models get unloaded and reloaded on the fly depending 
on certain things, at least with my experience in encrypting models and trying 
to load them. Why model loading isn't in an open lib is beyond me.

~Ryan

On Jul 21, 2010, at 5:01 AM, Jonas 'Sortie' Termansen  wrote:

> A friend of mine and I have begun work on reimplementing HL2 on the 
> AlienSwarm engine. We have set up a SVN, got first person working, and we 
> about to reimplement GCF loading through hllib. We have confirmed that GCF 
> support is gone. If anyone is interested in helping out on our project 
> cleverly called LiveSwarm, feel free to email me. Our results will be 
> released to the community. :)
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread edman747
Sounds good, I'm in. How can I help?
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Cory de La Torre
Old BSp's work on Alien Swarm no problem, you can make a map in 2009 Hammer,
and drop the bsp into Alien Swarm. Badda-bing/Badda-boom, real easy..

On Wed, Jul 21, 2010 at 10:46 AM, edman747  wrote:

> Sounds good, I'm in. How can I help?
> ___
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tobias Kammersgaard
The Particle Editor doesn't work for me. Am I the only experiencing this?

- ScarT


On 21 July 2010 19:54, Cory de La Torre  wrote:

> Old BSp's work on Alien Swarm no problem, you can make a map in 2009
> Hammer,
> and drop the bsp into Alien Swarm. Badda-bing/Badda-boom, real easy..
>
> On Wed, Jul 21, 2010 at 10:46 AM, edman747  wrote:
>
> > Sounds good, I'm in. How can I help?
> > ___
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> > please visit:
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> >
> >
>
>
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread cathal mc nally
Lol god dam Google and its mail taking over the world
Anyway i was wondering why the Source SDK is a bit well R-Tarded at the moment?
I mean why are most of the games all the 2009 Engine, none in the 2007 and i 
think its Hl2 deathmatch that is in 2006 by itself. Is there any logic behind 
this or is it a prelude to a new realease of the Engine 
Possibly a Direct X11 version that we might see next year with Portal which 
might be why its been postponed etc etc
I dont want to bitch or anything and im not expert but some of you guys might 
know why the SDK is a bit funked up

Whoops im off topic again sorry Alien Swarmerm... Rocks... lol

Chat later
Foo



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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards

 Alien Swarm:

Protocol version 7108
Exe version 7.1.0.8 (swarm)
Exe build: 10:58:16 Jul 19 2010 (4272) (630)

TF2:

Protocol version 15
Exe version 1.1.0.0 (tf)
Exe build: 16:21:09 Jul 16 2010 (4269) (440)

And I don't own L4D2. The protocol version is different but the build 
numbers are very close...on what grounds are you saying L4D2 branch?


Since L4D2 is coming out on Mac at some point it may be that Source 2009 
is a merge between the two offices' trees.


(It turns out that visibility isn't a problem BTW: it's done simply by 
running VBSP with -alldetail.)


On 21/07/2010 5:33, Stephen Swires wrote:

Alien Swarm is based on L4D2, not Source 2009. If someone can solve the VVIS
issue then there should be no issues in using it for TCs - server browser's
still there.


On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:


AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen  wrote:


On 2010-07-21 17:45, Tom Edwards wrote:


That simply isn't true. If another user of the computer owns HL2 then

the

GCFs will be there, and I expect most of them will be there if the HL2

demo

is installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway!
It's already on Source 2009 (though evidently not exactly the same

version

since it won't mount GCFs).




HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our

project

is simply porting HL2 mods to this engine.


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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
- VPK file format over GCFs
- Addon support
- (pretty much) Identical menus
- Squirrel scripting language support
- Code probably reused for L4D2 such as the AI director

Haven't checked the build number though

On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwards wrote:

>  Alien Swarm:
>
> Protocol version 7108
> Exe version 7.1.0.8 (swarm)
> Exe build: 10:58:16 Jul 19 2010 (4272) (630)
>
> TF2:
>
> Protocol version 15
> Exe version 1.1.0.0 (tf)
> Exe build: 16:21:09 Jul 16 2010 (4269) (440)
>
> And I don't own L4D2. The protocol version is different but the build
> numbers are very close...on what grounds are you saying L4D2 branch?
>
> Since L4D2 is coming out on Mac at some point it may be that Source 2009 is
> a merge between the two offices' trees.
>
> (It turns out that visibility isn't a problem BTW: it's done simply by
> running VBSP with -alldetail.)
>
>
> On 21/07/2010 5:33, Stephen Swires wrote:
>
>> Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
>> VVIS
>> issue then there should be no issues in using it for TCs - server
>> browser's
>> still there.
>>
>>
>> On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:
>>
>>  AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
>>>
>>> On 21 July 2010 16:55, Jonas 'Sortie' Termansen
>>>  wrote:
>>>
>>>  On 2010-07-21 17:45, Tom Edwards wrote:

  That simply isn't true. If another user of the computer owns HL2 then
>
 the
>>>
 GCFs will be there, and I expect most of them will be there if the HL2
>
 demo
>>>
 is installed too.
>
> Requiring HL2 to be installed makes your whole effort redundant anyway!
> It's already on Source 2009 (though evidently not exactly the same
>
 version
>>>
 since it won't mount GCFs).
>
>
>
>  HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our

>>> project
>>>
 is simply porting HL2 mods to this engine.


 ___
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 please visit:
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>>> please visit:
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>>>
>>>
>>
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Ronny Schedel

Just read:

http://forums.steampowered.com/forums/showthread.php?t=1365797



 Alien Swarm:

Protocol version 7108
Exe version 7.1.0.8 (swarm)
Exe build: 10:58:16 Jul 19 2010 (4272) (630)

TF2:

Protocol version 15
Exe version 1.1.0.0 (tf)
Exe build: 16:21:09 Jul 16 2010 (4269) (440)

And I don't own L4D2. The protocol version is different but the build 
numbers are very close...on what grounds are you saying L4D2 branch?


Since L4D2 is coming out on Mac at some point it may be that Source 2009 
is a merge between the two offices' trees.


(It turns out that visibility isn't a problem BTW: it's done simply by 
running VBSP with -alldetail.)


On 21/07/2010 5:33, Stephen Swires wrote:
Alien Swarm is based on L4D2, not Source 2009. If someone can solve the 
VVIS
issue then there should be no issues in using it for TCs - server 
browser's

still there.


On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:


AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen 
wrote:



On 2010-07-21 17:45, Tom Edwards wrote:


That simply isn't true. If another user of the computer owns HL2 then

the

GCFs will be there, and I expect most of them will be there if the HL2

demo

is installed too.

Requiring HL2 to be installed makes your whole effort redundant 
anyway!

It's already on Source 2009 (though evidently not exactly the same

version

since it won't mount GCFs).




HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our

project

is simply porting HL2 mods to this engine.


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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
 VPK/Addons are no surprise as Valve have said GCF is being dropped, 
and the menu system is entirely gamecode, but Squirrel support is 
convincing as it doesn't seem to actually be used by the game.


I still can't quite believe that Valve would persist with two 
separately-maintained branches though. This must be a merge.


On 21/07/2010 7:54, Stephen Swires wrote:

- VPK file format over GCFs
- Addon support
- (pretty much) Identical menus
- Squirrel scripting language support
- Code probably reused for L4D2 such as the AI director

Haven't checked the build number though

On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardswrote:


  Alien Swarm:

Protocol version 7108
Exe version 7.1.0.8 (swarm)
Exe build: 10:58:16 Jul 19 2010 (4272) (630)

TF2:

Protocol version 15
Exe version 1.1.0.0 (tf)
Exe build: 16:21:09 Jul 16 2010 (4269) (440)

And I don't own L4D2. The protocol version is different but the build
numbers are very close...on what grounds are you saying L4D2 branch?

Since L4D2 is coming out on Mac at some point it may be that Source 2009 is
a merge between the two offices' trees.

(It turns out that visibility isn't a problem BTW: it's done simply by
running VBSP with -alldetail.)


On 21/07/2010 5:33, Stephen Swires wrote:


Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
VVIS
issue then there should be no issues in using it for TCs - server
browser's
still there.


On Wed, Jul 21, 2010 at 4:59 PM, Olly   wrote:

  AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen
  wrote:

  On 2010-07-21 17:45, Tom Edwards wrote:

  That simply isn't true. If another user of the computer owns HL2 then
the
GCFs will be there, and I expect most of them will be there if the HL2
demo
is installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway!
It's already on Source 2009 (though evidently not exactly the same


version
since it won't mount GCFs).



  HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our

project


is simply porting HL2 mods to this engine.


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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Ryan Sheffer
They should drop the GCF in all source games, but it doesn't seem like this is 
going to happen. Why the GCF hate all of the sudden? Too slow to read from or 
something?

~Ryan

On Jul 21, 2010, at 12:10 PM, Tom Edwards  wrote:

> VPK/Addons are no surprise as Valve have said GCF is being dropped, and the 
> menu system is entirely gamecode, but Squirrel support is convincing as it 
> doesn't seem to actually be used by the game.
> 
> I still can't quite believe that Valve would persist with two 
> separately-maintained branches though. This must be a merge.
> 
> On 21/07/2010 7:54, Stephen Swires wrote:
>> - VPK file format over GCFs
>> - Addon support
>> - (pretty much) Identical menus
>> - Squirrel scripting language support
>> - Code probably reused for L4D2 such as the AI director
>> 
>> Haven't checked the build number though
>> 
>> On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardswrote:
>> 
>>>  Alien Swarm:
>>> 
>>> Protocol version 7108
>>> Exe version 7.1.0.8 (swarm)
>>> Exe build: 10:58:16 Jul 19 2010 (4272) (630)
>>> 
>>> TF2:
>>> 
>>> Protocol version 15
>>> Exe version 1.1.0.0 (tf)
>>> Exe build: 16:21:09 Jul 16 2010 (4269) (440)
>>> 
>>> And I don't own L4D2. The protocol version is different but the build
>>> numbers are very close...on what grounds are you saying L4D2 branch?
>>> 
>>> Since L4D2 is coming out on Mac at some point it may be that Source 2009 is
>>> a merge between the two offices' trees.
>>> 
>>> (It turns out that visibility isn't a problem BTW: it's done simply by
>>> running VBSP with -alldetail.)
>>> 
>>> 
>>> On 21/07/2010 5:33, Stephen Swires wrote:
>>> 
 Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
 VVIS
 issue then there should be no issues in using it for TCs - server
 browser's
 still there.
 
 
 On Wed, Jul 21, 2010 at 4:59 PM, Olly   wrote:
 
  AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
> On 21 July 2010 16:55, Jonas 'Sortie' Termansen
>  wrote:
> 
>  On 2010-07-21 17:45, Tom Edwards wrote:
>>  That simply isn't true. If another user of the computer owns HL2 then
>> the
>> GCFs will be there, and I expect most of them will be there if the HL2
>> demo
>> is installed too.
>>> Requiring HL2 to be installed makes your whole effort redundant anyway!
>>> It's already on Source 2009 (though evidently not exactly the same
>>> 
>> version
>> since it won't mount GCFs).
>>> 
>>> 
>>>  HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
> project
> 
>> is simply porting HL2 mods to this engine.
>> 
>> 
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>> 
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Adam Buckland
Pretty much AFAIK. That and they get fragmented.


On 21 Jul 2010, at 20:34, Ryan Sheffer  wrote:

> They should drop the GCF in all source games, but it doesn't seem like this 
> is going to happen. Why the GCF hate all of the sudden? Too slow to read from 
> or something?
>
> ~Ryan
>
> On Jul 21, 2010, at 12:10 PM, Tom Edwards  wrote:
>
>> VPK/Addons are no surprise as Valve have said GCF is being dropped, and the 
>> menu system is entirely gamecode, but Squirrel support is convincing as it 
>> doesn't seem to actually be used by the game.
>>
>> I still can't quite believe that Valve would persist with two 
>> separately-maintained branches though. This must be a merge.
>>
>> On 21/07/2010 7:54, Stephen Swires wrote:
>>> - VPK file format over GCFs
>>> - Addon support
>>> - (pretty much) Identical menus
>>> - Squirrel scripting language support
>>> - Code probably reused for L4D2 such as the AI director
>>>
>>> Haven't checked the build number though
>>>
>>> On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardswrote:
>>>
 Alien Swarm:

 Protocol version 7108
 Exe version 7.1.0.8 (swarm)
 Exe build: 10:58:16 Jul 19 2010 (4272) (630)

 TF2:

 Protocol version 15
 Exe version 1.1.0.0 (tf)
 Exe build: 16:21:09 Jul 16 2010 (4269) (440)

 And I don't own L4D2. The protocol version is different but the build
 numbers are very close...on what grounds are you saying L4D2 branch?

 Since L4D2 is coming out on Mac at some point it may be that Source 2009 is
 a merge between the two offices' trees.

 (It turns out that visibility isn't a problem BTW: it's done simply by
 running VBSP with -alldetail.)


 On 21/07/2010 5:33, Stephen Swires wrote:

> Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
> VVIS
> issue then there should be no issues in using it for TCs - server
> browser's
> still there.
>
>
> On Wed, Jul 21, 2010 at 4:59 PM, Olly   wrote:
>
> AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
>> On 21 July 2010 16:55, Jonas 'Sortie' Termansen
>> wrote:
>>
>> On 2010-07-21 17:45, Tom Edwards wrote:
>>> That simply isn't true. If another user of the computer owns HL2 then
>>> the
>>> GCFs will be there, and I expect most of them will be there if the HL2
>>> demo
>>> is installed too.
 Requiring HL2 to be installed makes your whole effort redundant anyway!
 It's already on Source 2009 (though evidently not exactly the same

>>> version
>>> since it won't mount GCFs).


 HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our
>> project
>>
>>> is simply porting HL2 mods to this engine.
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>>>
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>>
>>
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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>>>
>>
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Matt Hoffman
Large amounts of fragmentation... Nem wrote an article on it on his site
somewhere.

On Wed, Jul 21, 2010 at 12:34 PM, Ryan Sheffer  wrote:

> They should drop the GCF in all source games, but it doesn't seem like this
> is going to happen. Why the GCF hate all of the sudden? Too slow to read
> from or something?
>
> ~Ryan
>
> On Jul 21, 2010, at 12:10 PM, Tom Edwards 
> wrote:
>
> > VPK/Addons are no surprise as Valve have said GCF is being dropped, and
> the menu system is entirely gamecode, but Squirrel support is convincing as
> it doesn't seem to actually be used by the game.
> >
> > I still can't quite believe that Valve would persist with two
> separately-maintained branches though. This must be a merge.
> >
> > On 21/07/2010 7:54, Stephen Swires wrote:
> >> - VPK file format over GCFs
> >> - Addon support
> >> - (pretty much) Identical menus
> >> - Squirrel scripting language support
> >> - Code probably reused for L4D2 such as the AI director
> >>
> >> Haven't checked the build number though
> >>
> >> On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwards >wrote:
> >>
> >>>  Alien Swarm:
> >>>
> >>> Protocol version 7108
> >>> Exe version 7.1.0.8 (swarm)
> >>> Exe build: 10:58:16 Jul 19 2010 (4272) (630)
> >>>
> >>> TF2:
> >>>
> >>> Protocol version 15
> >>> Exe version 1.1.0.0 (tf)
> >>> Exe build: 16:21:09 Jul 16 2010 (4269) (440)
> >>>
> >>> And I don't own L4D2. The protocol version is different but the build
> >>> numbers are very close...on what grounds are you saying L4D2 branch?
> >>>
> >>> Since L4D2 is coming out on Mac at some point it may be that Source
> 2009 is
> >>> a merge between the two offices' trees.
> >>>
> >>> (It turns out that visibility isn't a problem BTW: it's done simply by
> >>> running VBSP with -alldetail.)
> >>>
> >>>
> >>> On 21/07/2010 5:33, Stephen Swires wrote:
> >>>
>  Alien Swarm is based on L4D2, not Source 2009. If someone can solve
> the
>  VVIS
>  issue then there should be no issues in using it for TCs - server
>  browser's
>  still there.
> 
> 
>  On Wed, Jul 21, 2010 at 4:59 PM, Olly   wrote:
> 
>   AlienSwarm isn't using Source 2009. S2k9 doesn't have support for
> VPK.
> > On 21 July 2010 16:55, Jonas 'Sortie' Termansen
> >  wrote:
> >
> >  On 2010-07-21 17:45, Tom Edwards wrote:
> >>  That simply isn't true. If another user of the computer owns HL2
> then
> >> the
> >> GCFs will be there, and I expect most of them will be there if the
> HL2
> >> demo
> >> is installed too.
> >>> Requiring HL2 to be installed makes your whole effort redundant
> anyway!
> >>> It's already on Source 2009 (though evidently not exactly the same
> >>>
> >> version
> >> since it won't mount GCFs).
> >>>
> >>>
> >>>  HL2 is on the Source 2009 engine, indeed, but HL2 mods are not.
> Our
> > project
> >
> >> is simply porting HL2 mods to this engine.
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
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> >
> >
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> >>>
> >>
> >
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
Well this branch is 'between' l4d2 and portal 2, so it looks like this is
the direction it's going in.

Squirrel is actually used

On Jul 21, 2010 8:40 PM, "Adam Buckland"  wrote:

Pretty much AFAIK. That and they get fragmented.

On 21 Jul 2010, at 20:34, Ryan Sheffer  wrote: > They
should drop the GCF in...
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Kyle Gospodnetich
It's possible, and it's been done before. Check out iFileSystem_PassThru for
more info.

On Wed, Jul 21, 2010 at 10:17 AM, Ryan Sheffer  wrote:

> If GCF support is gone, you won't be able to just load resourses using a
> third party GCF handler. The engine and filesystems deal with loading,
> unloading, and precache. Not to mention models get unloaded and reloaded on
> the fly depending on certain things, at least with my experience in
> encrypting models and trying to load them. Why model loading isn't in an
> open lib is beyond me.
>
> ~Ryan
>
> On Jul 21, 2010, at 5:01 AM, Jonas 'Sortie' Termansen 
> wrote:
>
> > A friend of mine and I have begun work on reimplementing HL2 on the
> AlienSwarm engine. We have set up a SVN, got first person working, and we
> about to reimplement GCF loading through hllib. We have confirmed that GCF
> support is gone. If anyone is interested in helping out on our project
> cleverly called LiveSwarm, feel free to email me. Our results will be
> released to the community. :)
> > ___
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> please visit:
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> >
>
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Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Jonathan Sutton
VPKs get a big speed boost by not having to search the local disk for loose 
files.  We're aware of the inconvenience this causes for modders though, so 
we're looking into a command line option that overrides the behavior.  You can 
enable that while working to quickly iterate.

Regarding mods, we're only a week from release and still fixing critical 
issues, so the code is being updated frequently.  It will settle down.  I would 
always recommend integrating the latest source code changes though, else your 
mod will be left with bugs that are fixed in the main game.  BeyondCompare or 
Perforce can make copying over the changes quick and easy. 

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
Sent: Tuesday, July 27, 2010 4:49 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Alien Swarm VPK

Hey list,

As some of you may know, Alien Swarm uses some VPK files to store some 
stuff, for some reason it will load files in it over files directly in 
the folder, which means making your own vpk.
Can anyone tell me the advantages of rebuilding a .vpk over and over 
just to make one line of change in a .res, script or other files.

Additionaly, todays Alien Swarm update broke all Alien Swarm mods, I 
wonder if getting rid of the .vpk/copying it over to my mod's folder is 
going to be helpfull to avoid that(probably not since there's still a 
load of other stuff that's not in the .vpk that it loads from the main game.

It may be just me, but this way of modding seems extremely 
inneffecient(not talking about the .vpk's), Alien Swarm is constantly 
getting updated, why not have an Alien Swarm SDK Base so we don't 
randomly get our mods broken or altered in way we do not want it to be 
altered just because the main game gets updated.

DLL's are loaded just fine, yet changes in scripts and whatnot being 
loaded from Alien Swarm are resulting in mods breaking, that's just nasty.
Were the early days of Source modding as bad as this?

TL:DR version:
Todays Alien Swarm update broke mods, in a way that gameplay changes 
can't be tested, because the camera has become extremely screwed.

---

I may be rambling some non-sense here, but there do seem to be some new 
ways to approach Alien Swarm modding, not explained and breaking stuff 
for everyone, it makes the SDK seem very modding unfriendly towards 
mods, was the only purpose really just showing off and not get a new 
influx of modders?

Regards,
Yorg "DuckSauce" Kuijs

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Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Yorg Kuijs

Well that's great to hear.
Updating is a bit of the pain in the ass for me since I couldn't 
continue with my main work I can only start with some profiles equipment 
related work that require changes in a bunch of files.
However the other guy I'm working on this with is busy moving, so we 
decided to take a 1 week break until he can do his share of the work. In 
the meantime we've discussed some alternatives and he came up with an 
old design doc that seems interesting for me to start fiddling a bit 
with as a Battle for Wesnoth project.


May mean I won't ever get back to this anyway depending on how things go 
though, that other project may be alot more fun.


Good to get a reply though, just wish I'd gotten one sooner on the Black 
Cat games forums, but it seems the devs that were posting have decided 
to have deserted the SDK section since a few days ago...


Regards,
Yorg "DuckSauce" Kuijs

Jonathan Sutton wrote:

VPKs get a big speed boost by not having to search the local disk for loose 
files.  We're aware of the inconvenience this causes for modders though, so 
we're looking into a command line option that overrides the behavior.  You can 
enable that while working to quickly iterate.

Regarding mods, we're only a week from release and still fixing critical issues, so the code is being updated frequently.  It will settle down.  I would always recommend integrating the latest source code changes though, else your mod will be left with bugs that are fixed in the main game.  BeyondCompare or Perforce can make copying over the changes quick and easy. 


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
Sent: Tuesday, July 27, 2010 4:49 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Alien Swarm VPK

Hey list,

As some of you may know, Alien Swarm uses some VPK files to store some 
stuff, for some reason it will load files in it over files directly in 
the folder, which means making your own vpk.
Can anyone tell me the advantages of rebuilding a .vpk over and over 
just to make one line of change in a .res, script or other files.


Additionaly, todays Alien Swarm update broke all Alien Swarm mods, I 
wonder if getting rid of the .vpk/copying it over to my mod's folder is 
going to be helpfull to avoid that(probably not since there's still a 
load of other stuff that's not in the .vpk that it loads from the main game.


It may be just me, but this way of modding seems extremely 
inneffecient(not talking about the .vpk's), Alien Swarm is constantly 
getting updated, why not have an Alien Swarm SDK Base so we don't 
randomly get our mods broken or altered in way we do not want it to be 
altered just because the main game gets updated.


DLL's are loaded just fine, yet changes in scripts and whatnot being 
loaded from Alien Swarm are resulting in mods breaking, that's just nasty.

Were the early days of Source modding as bad as this?

TL:DR version:
Todays Alien Swarm update broke mods, in a way that gameplay changes 
can't be tested, because the camera has become extremely screwed.


---

I may be rambling some non-sense here, but there do seem to be some new 
ways to approach Alien Swarm modding, not explained and breaking stuff 
for everyone, it makes the SDK seem very modding unfriendly towards 
mods, was the only purpose really just showing off and not get a new 
influx of modders?


Regards,
Yorg "DuckSauce" Kuijs

  


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Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Tony "omega" Sergi
just compare the source from alien swarm\sdk_src to your mod source and
incorporate the changes, doing so fixes it, at least it did for me.

-Tony


On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs  wrote:

> Well that's great to hear.
> Updating is a bit of the pain in the ass for me since I couldn't continue
> with my main work I can only start with some profiles equipment related work
> that require changes in a bunch of files.
> However the other guy I'm working on this with is busy moving, so we
> decided to take a 1 week break until he can do his share of the work. In the
> meantime we've discussed some alternatives and he came up with an old design
> doc that seems interesting for me to start fiddling a bit with as a Battle
> for Wesnoth project.
>
> May mean I won't ever get back to this anyway depending on how things go
> though, that other project may be alot more fun.
>
> Good to get a reply though, just wish I'd gotten one sooner on the Black
> Cat games forums, but it seems the devs that were posting have decided to
> have deserted the SDK section since a few days ago...
>
> Regards,
> Yorg "DuckSauce" Kuijs
>
>
> Jonathan Sutton wrote:
>
>> VPKs get a big speed boost by not having to search the local disk for
>> loose files.  We're aware of the inconvenience this causes for modders
>> though, so we're looking into a command line option that overrides the
>> behavior.  You can enable that while working to quickly iterate.
>>
>> Regarding mods, we're only a week from release and still fixing critical
>> issues, so the code is being updated frequently.  It will settle down.  I
>> would always recommend integrating the latest source code changes though,
>> else your mod will be left with bugs that are fixed in the main game.
>>  BeyondCompare or Perforce can make copying over the changes quick and easy.
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
>> Sent: Tuesday, July 27, 2010 4:49 AM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Alien Swarm VPK
>>
>> Hey list,
>>
>> As some of you may know, Alien Swarm uses some VPK files to store some
>> stuff, for some reason it will load files in it over files directly in the
>> folder, which means making your own vpk.
>> Can anyone tell me the advantages of rebuilding a .vpk over and over just
>> to make one line of change in a .res, script or other files.
>>
>> Additionaly, todays Alien Swarm update broke all Alien Swarm mods, I
>> wonder if getting rid of the .vpk/copying it over to my mod's folder is
>> going to be helpfull to avoid that(probably not since there's still a load
>> of other stuff that's not in the .vpk that it loads from the main game.
>>
>> It may be just me, but this way of modding seems extremely
>> inneffecient(not talking about the .vpk's), Alien Swarm is constantly
>> getting updated, why not have an Alien Swarm SDK Base so we don't randomly
>> get our mods broken or altered in way we do not want it to be altered just
>> because the main game gets updated.
>>
>> DLL's are loaded just fine, yet changes in scripts and whatnot being
>> loaded from Alien Swarm are resulting in mods breaking, that's just nasty.
>> Were the early days of Source modding as bad as this?
>>
>> TL:DR version:
>> Todays Alien Swarm update broke mods, in a way that gameplay changes can't
>> be tested, because the camera has become extremely screwed.
>>
>> ---
>>
>> I may be rambling some non-sense here, but there do seem to be some new
>> ways to approach Alien Swarm modding, not explained and breaking stuff for
>> everyone, it makes the SDK seem very modding unfriendly towards mods, was
>> the only purpose really just showing off and not get a new influx of
>> modders?
>>
>> Regards,
>> Yorg "DuckSauce" Kuijs
>>
>>
>>
>
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>


-- 
-Tony
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Re: [hlcoders] Alien Swarm VPK

2010-07-28 Thread Yorg Kuijs

That easy huh?
It will have to wait for another day though, I decided to take it as an 
oppurtonity to start over clean and do some things better.


To Jonathan:
Are you guys aware that after running a map with a mod, then trying to 
run another(or the same after exit to main menu) will result in a crash?
Crash reports prove it is trying to get experience from a NULL player 
pointer, easy enough fix, but there are some very fresh modders out 
there now, might help them out a lot if it was fixed up for em.


Considering the mod I'm working on is going to start(but expand later) 
with 2 characters, I'd been fiddling with the profiles to be able to 
select more than one at once, the idea hit me to just try using the same 
profile twice, surprised to see this worked without crashing or errors. 
Pleasant surprise, that way I don't have to change the profiles system 
and then change it later when there's more characters.


I have my own workaround for the .VPK problem that I'm using for now. 
Worked out quite well for me so far I simply search the solution for 
file.res of the file I need to edit, add my own prefix to it and voila, 
it won't load from the VPK and no large VPK needs to be dumped and kept 
up-to-date in my mod folder. It's viable for now, some notification 
about the VPK's and a link/example of dealing with the VPK may be nice 
to add on the VDC(if it's there, I haven't seen it yet), already spotted 
a new person trying to edit the hudlayout.res and not getting results 
because of not being informed about VPK like me. Not to mention someone 
going to great lengths editing 20+ files(or so he claimed) just to get 
the mining laser in the equipment loadout with some altered text.


While I'm at it anyway: Unlocks seem like they can work, aside from that 
XP may not be earned(just a guess) in mods(+it seems shared with the 
main game upon first mod launch? never updates after)
as for Achievements, seen one mod that wanted them, but from what I'm 
guesing they'll be dissapointed, or can new achievements indeed be made 
and fully working(seems unlikely unless the mod gets Steamworks access).


Regards,
Yorg "DuckSauce" Kuijs

Tony "omega" Sergi wrote:

just compare the source from alien swarm\sdk_src to your mod source and
incorporate the changes, doing so fixes it, at least it did for me.

-Tony


On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs  wrote:

  

Well that's great to hear.
Updating is a bit of the pain in the ass for me since I couldn't continue
with my main work I can only start with some profiles equipment related work
that require changes in a bunch of files.
However the other guy I'm working on this with is busy moving, so we
decided to take a 1 week break until he can do his share of the work. In the
meantime we've discussed some alternatives and he came up with an old design
doc that seems interesting for me to start fiddling a bit with as a Battle
for Wesnoth project.

May mean I won't ever get back to this anyway depending on how things go
though, that other project may be alot more fun.

Good to get a reply though, just wish I'd gotten one sooner on the Black
Cat games forums, but it seems the devs that were posting have decided to
have deserted the SDK section since a few days ago...

Regards,
Yorg "DuckSauce" Kuijs


Jonathan Sutton wrote:



VPKs get a big speed boost by not having to search the local disk for
loose files.  We're aware of the inconvenience this causes for modders
though, so we're looking into a command line option that overrides the
behavior.  You can enable that while working to quickly iterate.

Regarding mods, we're only a week from release and still fixing critical
issues, so the code is being updated frequently.  It will settle down.  I
would always recommend integrating the latest source code changes though,
else your mod will be left with bugs that are fixed in the main game.
 BeyondCompare or Perforce can make copying over the changes quick and easy.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
Sent: Tuesday, July 27, 2010 4:49 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Alien Swarm VPK

Hey list,

As some of you may know, Alien Swarm uses some VPK files to store some
stuff, for some reason it will load files in it over files directly in the
folder, which means making your own vpk.
Can anyone tell me the advantages of rebuilding a .vpk over and over just
to make one line of change in a .res, script or other files.

Additionaly, todays Alien Swarm update broke all Alien Swarm mods, I
wonder if getting rid of the .vpk/copying it over to my mod's folder is
going to be helpfull to avoid that(probably not since there's still a load
of other stuff that's not in the .vpk that it loads from the main game.

It may be just me, but this way of modding seems extremely
inneffecient(not talking about the .vpk's), Alien Swarm is constantly
getting 

Re: [hlcoders] Alien Swarm VPK

2010-07-28 Thread Graham Mackie
the 20 file were for adding lines for new ammo/pickup functions for
that weapon. I could have gotten the altered text simply by editing
_english.txt. I can easily change "Cyked's Test Weapon" into
anything using custom models. the mining laser was just something i
could add because it didnt need a hud icon or any additional stuff. It
was just proof that thats how weapons are added.
-Graham Mackie



On Wed, Jul 28, 2010 at 11:58 AM, Yorg Kuijs  wrote:
> That easy huh?
> It will have to wait for another day though, I decided to take it as an
> oppurtonity to start over clean and do some things better.
>
> To Jonathan:
> Are you guys aware that after running a map with a mod, then trying to run
> another(or the same after exit to main menu) will result in a crash?
> Crash reports prove it is trying to get experience from a NULL player
> pointer, easy enough fix, but there are some very fresh modders out there
> now, might help them out a lot if it was fixed up for em.
>
> Considering the mod I'm working on is going to start(but expand later) with
> 2 characters, I'd been fiddling with the profiles to be able to select more
> than one at once, the idea hit me to just try using the same profile twice,
> surprised to see this worked without crashing or errors. Pleasant surprise,
> that way I don't have to change the profiles system and then change it later
> when there's more characters.
>
> I have my own workaround for the .VPK problem that I'm using for now. Worked
> out quite well for me so far I simply search the solution for file.res of
> the file I need to edit, add my own prefix to it and voila, it won't load
> from the VPK and no large VPK needs to be dumped and kept up-to-date in my
> mod folder. It's viable for now, some notification about the VPK's and a
> link/example of dealing with the VPK may be nice to add on the VDC(if it's
> there, I haven't seen it yet), already spotted a new person trying to edit
> the hudlayout.res and not getting results because of not being informed
> about VPK like me. Not to mention someone going to great lengths editing 20+
> files(or so he claimed) just to get the mining laser in the equipment
> loadout with some altered text.
>
> While I'm at it anyway: Unlocks seem like they can work, aside from that XP
> may not be earned(just a guess) in mods(+it seems shared with the main game
> upon first mod launch? never updates after)
> as for Achievements, seen one mod that wanted them, but from what I'm
> guesing they'll be dissapointed, or can new achievements indeed be made and
> fully working(seems unlikely unless the mod gets Steamworks access).
>
> Regards,
> Yorg "DuckSauce" Kuijs
>
> Tony "omega" Sergi wrote:
>>
>> just compare the source from alien swarm\sdk_src to your mod source and
>> incorporate the changes, doing so fixes it, at least it did for me.
>>
>> -Tony
>>
>>
>> On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs  wrote:
>>
>>
>>>
>>> Well that's great to hear.
>>> Updating is a bit of the pain in the ass for me since I couldn't continue
>>> with my main work I can only start with some profiles equipment related
>>> work
>>> that require changes in a bunch of files.
>>> However the other guy I'm working on this with is busy moving, so we
>>> decided to take a 1 week break until he can do his share of the work. In
>>> the
>>> meantime we've discussed some alternatives and he came up with an old
>>> design
>>> doc that seems interesting for me to start fiddling a bit with as a
>>> Battle
>>> for Wesnoth project.
>>>
>>> May mean I won't ever get back to this anyway depending on how things go
>>> though, that other project may be alot more fun.
>>>
>>> Good to get a reply though, just wish I'd gotten one sooner on the Black
>>> Cat games forums, but it seems the devs that were posting have decided to
>>> have deserted the SDK section since a few days ago...
>>>
>>> Regards,
>>> Yorg "DuckSauce" Kuijs
>>>
>>>
>>> Jonathan Sutton wrote:
>>>
>>>

 VPKs get a big speed boost by not having to search the local disk for
 loose files.  We're aware of the inconvenience this causes for modders
 though, so we're looking into a command line option that overrides the
 behavior.  You can enable that while working to quickly iterate.

 Regarding mods, we're only a week from release and still fixing critical
 issues, so the code is being updated frequently.  It will settle down.
  I
 would always recommend integrating the latest source code changes
 though,
 else your mod will be left with bugs that are fixed in the main game.
  BeyondCompare or Perforce can make copying over the changes quick and
 easy.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
 Sent: Tuesday, July 27, 2010 4:49 AM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Alien Swarm VPK

 Hey list,

 

Re: [hlcoders] Alien Swarm code

2010-10-20 Thread ~CzF|JS*~ J*Rod
If you are certain you want to start from scratch and you have the
regular Source SDK too, look at the scratch SDK "template" code (or the
HL2/HL2MP projects if they are better suited to your needs) and try to
implement the game code in a similar way using the Alien Swarm codebase.
There are a couple new changes to the rest of the game code, so expect a
couple inconsistencies here and there if you copy the files directly, but
you'll be fine once you fully implement it, and work from there. Keep the
ASW files though, some files may be good to look at for newer features you
want to implement.


>
> --
>
> Message: 1
> Date: Tue, 19 Oct 2010 22:54:48 +0100
> From: Harry Jeffery 
> Subject: [hlcoders] Alien Swarm code
> To: Discussion of Half-Life Programming
>
> Message-ID:
>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I'm starting to prototype a near total conversion for Alien Swarm but
> I'm having trouble with all of the inter-dependencies in the Alien
> Swarm code. Marines/Players, Gamerules, Menu's, it's like spaghetti.
> Is there a way that you can recommend since I'd like to start using my
> own player class and my own gamerules. I've been reading through the
> code for a while but there doesn't seem to be a simple way to actually
> go about ripping out the ASW specific stuff and use the engine for a
> mod.
>
> I suspect this could also be turning off many other modders.
>
>
>
> --
>



-- 
>From ~CzF|JS*~ J*Rod
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Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Elliott Dicus
Hello all,

What do I need to copy over to my mod's folder in SourceMods from the Alien
Swarm folder to have a playable copy. I'd like to worry about gameplay first
and things like weapon descriptions later. :)

I've tried copying everything in "common\alien swarm\swarm\" with the
exception of "bin" but I still have missing text in the when I go to offline
practice.

Thanks for reading and any help,
Elliott
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Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Tom Edwards
 The only thing you should need to copy is resource\swarm_english.txt, 
replacing "swarm" with your mod's folder name.


On 21/07/2010 7:01, Elliott Dicus wrote:

Hello all,

What do I need to copy over to my mod's folder in SourceMods from the Alien
Swarm folder to have a playable copy. I'd like to worry about gameplay first
and things like weapon descriptions later. :)

I've tried copying everything in "common\alien swarm\swarm\" with the
exception of "bin" but I still have missing text in the when I go to offline
practice.

Thanks for reading and any help,
Elliott
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Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Elliott Dicus
Thanks for the help Tom! There is a file in my resource folder: "Shadow
Swarm_english.txt" but the folder name is "shadowswarm" (under SourceMods).
So I need to change it to "shadowswarm_english.txt" instead?

Also, by "the only thing" do you mean the other files I copied are not
necessary, or just that I must have this in addition to those?

Thanks again,
Elliott

From: Tom Edwards 
> To: Discussion of Half-Life Programming 
> Date: Wed, 21 Jul 2010 19:55:04 +0100
> Subject: Re: [hlcoders] Alien Swarm mod content
>  The only thing you should need to copy is resource\swarm_english.txt,
> replacing "swarm" with your mod's folder name.
>
> On 21/07/2010 7:01, Elliott Dicus wrote:
>
>> Hello all,
>>
>> What do I need to copy over to my mod's folder in SourceMods from the
>> Alien
>> Swarm folder to have a playable copy. I'd like to worry about gameplay
>> first
>> and things like weapon descriptions later. :)
>>
>> I've tried copying everything in "common\alien swarm\swarm\" with the
>> exception of "bin" but I still have missing text in the when I go to
>> offline
>> practice.
>>
>> Thanks for reading and any help,
>> Elliott
>>
>
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Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Tom Edwards

 Yes, that would be the problem. It must be a bug in the SDK Wizard.

No, the content you copied is not useful. There are some script files 
that you do need though - at this point you are best to delete 
everything and start again.


On 21/07/2010 8:35, Elliott Dicus wrote:

Thanks for the help Tom! There is a file in my resource folder: "Shadow
Swarm_english.txt" but the folder name is "shadowswarm" (under SourceMods).
So I need to change it to "shadowswarm_english.txt" instead?

Also, by "the only thing" do you mean the other files I copied are not
necessary, or just that I must have this in addition to those?

Thanks again,
Elliott

From: Tom Edwards

To: Discussion of Half-Life Programming
Date: Wed, 21 Jul 2010 19:55:04 +0100
Subject: Re: [hlcoders] Alien Swarm mod content
  The only thing you should need to copy is resource\swarm_english.txt,
replacing "swarm" with your mod's folder name.

On 21/07/2010 7:01, Elliott Dicus wrote:


Hello all,

What do I need to copy over to my mod's folder in SourceMods from the
Alien
Swarm folder to have a playable copy. I'd like to worry about gameplay
first
and things like weapon descriptions later. :)

I've tried copying everything in "common\alien swarm\swarm\" with the
exception of "bin" but I still have missing text in the when I go to
offline
practice.

Thanks for reading and any help,
Elliott


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