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 >>>> > > > _______________________________________________ > 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

