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

