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 <[email protected]> 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: [email protected] [mailto:
>> [email protected]] 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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