Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Neat, I didn't know about him. Unfortunately that model isn't set up right for 9-way animation...plus, half the point of making the stickman was to provide the source for a simple model. :) On 11/08/2011 5:19, Psy_Commando wrote: I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com wrote: That's pretty neat, but maybe you should use the included citizen, or the colonist model for the player, instead of the weird stickman. Its a better showcase of the included functionality :) On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your
[hlcoders] Shadow map scissoring
I've been developing omnidirectional shadowmap entities lately, and it works great except for r_flashlightscissor being no good when you have multiple projections. Keeping it off results is crazy overdraw where large areas of the screen are written over at least seven times per frame, sending performance off a cliff: On: http://cloud.steampowered.com/ugc/558664840002096292/18D0A75B5AB15EE433377DE5E792C3C52D8CB648/ Off: http://cloud.steampowered.com/ugc/558664840002097596/EFCB735994AE0BAA8ED371D47D1149F700518717/ The difference between those screens is 30 fps! Has anyone worked out a way to fix scissoring for multi-projection scenes, or at least how to detect when it can safely be enabled? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
You also can just use the marine model :) And with the asw sdk we have the source for the marine model already. On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.comwrote: Neat, I didn't know about him. Unfortunately that model isn't set up right for 9-way animation...plus, half the point of making the stickman was to provide the source for a simple model. :) On 11/08/2011 5:19, Psy_Commando wrote: I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.commailto: psycomma...@gmail.com** wrote: That's pretty neat, but maybe you should use the included citizen, or the colonist model for the player, instead of the weird stickman. Its a better showcase of the included functionality :) On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com wrote: Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a2.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/**external/vdc/srcsdk-skeleton-** 2.0a1.zip http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders __**_ To unsubscribe, edit your list preferences, or
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
The marine models are rigged horribly (the legs bones are way outside the leg mesh!) and their animations look terrible from close up. The model is also complicated and not an ideal place to start learning. On 11/08/2011 7:46, Psy_Commando wrote: You also can just use the marine model :) And with the asw sdk we have the source for the marine model already. On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Neat, I didn't know about him. Unfortunately that model isn't set up right for 9-way animation...plus, half the point of making the stickman was to provide the source for a simple model. :) On 11/08/2011 5:19, Psy_Commando wrote: I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com wrote: That's pretty neat, but maybe you should use the included citizen, or the colonist model for the player, instead of the weird stickman. Its a better showcase of the included functionality :) On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Yeah, there's that... On Thu, Aug 11, 2011 at 3:06 PM, Tom Edwards t_edwa...@btinternet.comwrote: The marine models are rigged horribly (the legs bones are way outside the leg mesh!) and their animations look terrible from close up. The model is also complicated and not an ideal place to start learning. On 11/08/2011 7:46, Psy_Commando wrote: You also can just use the marine model :) And with the asw sdk we have the source for the marine model already. On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.commailto: t_edwards@btinternet.**com t_edwa...@btinternet.com wrote: Neat, I didn't know about him. Unfortunately that model isn't set up right for 9-way animation...plus, half the point of making the stickman was to provide the source for a simple model. :) On 11/08/2011 5:19, Psy_Commando wrote: I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com** wrote: That's pretty neat, but maybe you should use the included citizen, or the colonist model for the player, instead of the weird stickman. Its a better showcase of the included functionality :) On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com wrote: Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a2.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.commailto: t_edwards@btinternet.**com t_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com mailto:t_edwards@btinternet.**com t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that
[hlcoders] Swap_Buffers spiking to 10-15 ms every few seconds
Hi Valve, There is a very noticeable drop in FPS every so often due to Swap_Buffers. I see it on my mod and on a vanilla scratch mod when I use +showbudget. Is it possible this could be looked at? It's causing a slight hiccup in my smoothness. Thank You, Joel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Swap_Buffers spiking to 10-15 ms every few seconds
Is this a custom map we're talking about here? Regardless, I'm sure you've already looked at this, but just in case: http://developer.valvesoftware.com/wiki/Showbudget#Showbudget_categories Scroll on down to the Swap buffers section and have a look. *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com On Fri, Aug 12, 2011 at 12:06 AM, Joel R. joelru...@gmail.com wrote: Hi Valve, There is a very noticeable drop in FPS every so often due to Swap_Buffers. I see it on my mod and on a vanilla scratch mod when I use +showbudget. Is it possible this could be looked at? It's causing a slight hiccup in my smoothness. Thank You, Joel ___ 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
Re: [hlcoders] Swap_Buffers spiking to 10-15 ms every few seconds
It's actually on the map scratch mod map sdk_teams_hdr.bsp, and on my mod a simple custom map with only 2 textures and absolutely no shaders/particles/effects. It could be that i'm in window mode, but i doubt it, its a low reso. On Thu, Aug 11, 2011 at 11:14 PM, James Pizzurro ja...@agentredproductions.com wrote: Is this a custom map we're talking about here? Regardless, I'm sure you've already looked at this, but just in case: http://developer.valvesoftware.com/wiki/Showbudget#Showbudget_categories Scroll on down to the Swap buffers section and have a look. *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com On Fri, Aug 12, 2011 at 12:06 AM, Joel R. joelru...@gmail.com wrote: Hi Valve, There is a very noticeable drop in FPS every so often due to Swap_Buffers. I see it on my mod and on a vanilla scratch mod when I use +showbudget. Is it possible this could be looked at? It's causing a slight hiccup in my smoothness. Thank You, Joel ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders