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
<mymod>_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 <[email protected]> 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 <[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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