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
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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
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 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 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] Should I switch ASW SDK or stay with Source 2007
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.comwrote: 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.**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 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 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 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 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 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 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
I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.comwrote: 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.comwrote: 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.**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 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 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 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 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 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 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
That's a good point garry On Thu, Aug 4, 2011 at 12:50 AM, Psy_Commando psycomma...@gmail.com wrote: yeah, but if its a single player mod. On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman garrynew...@gmail.comwrote: Not really because the server can make it so that the clients run only the scripts it has authorised.. garry On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando psycomma...@gmail.comwrote: Yeah, and if the end-user has tons of poorly coded add-ons, it will end up affecting the quality of the mod, no ? On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires stephen.swi...@gmail.com wrote: Gmod is useful for prototyping an idea (as long as that idea doesn't involve AI), it does a very good job at it. But it just can't compete with the low level access that the Source SDK grants you. On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote: Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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 -- - Stephen Swires ___ 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 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] Should I switch ASW SDK or stay with Source 2007
yeah, but if its a single player mod. On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman garrynew...@gmail.com wrote: Not really because the server can make it so that the clients run only the scripts it has authorised.. garry On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando psycomma...@gmail.comwrote: Yeah, and if the end-user has tons of poorly coded add-ons, it will end up affecting the quality of the mod, no ? On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires stephen.swi...@gmail.comwrote: Gmod is useful for prototyping an idea (as long as that idea doesn't involve AI), it does a very good job at it. But it just can't compete with the low level access that the Source SDK grants you. On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote: Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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 -- - Stephen Swires ___ 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 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
Meh. Just another conversation about Source SDK *not* being updated. I think I'll write typical come on, Valve!. Yeah, perfect. Come on, Valve! ___ 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
Not really because the server can make it so that the clients run only the scripts it has authorised.. garry On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando psycomma...@gmail.com wrote: Yeah, and if the end-user has tons of poorly coded add-ons, it will end up affecting the quality of the mod, no ? On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires stephen.swi...@gmail.comwrote: Gmod is useful for prototyping an idea (as long as that idea doesn't involve AI), it does a very good job at it. But it just can't compete with the low level access that the Source SDK grants you. On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote: Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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 -- - Stephen Swires ___ 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ 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
It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But I suppose for most of you, if you were to start a new project now, Source wouldn't even be considered. You have UDK, Unity, and later this month CryEngine 3 to play with. On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro ja...@agentredproductions.com wrote: In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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
I still prefer Source's netcode than any other engine's (I haven't played any UE3 MP FPS games, so I can't vouch for that). Source is definitely better than Frostbite, and most likely any others. Kind regards, *Saul Rennison* On 1 August 2011 17:05, Stephen Swires stephen.swi...@gmail.com wrote: It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But I suppose for most of you, if you were to start a new project now, Source wouldn't even be considered. You have UDK, Unity, and later this month CryEngine 3 to play with. On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro ja...@agentredproductions.com wrote: In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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] Should I switch ASW SDK or stay with Source 2007
The solution is simple - code your mod in GMod :D garry On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote: It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But I suppose for most of you, if you were to start a new project now, Source wouldn't even be considered. You have UDK, Unity, and later this month CryEngine 3 to play with. On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro ja...@agentredproductions.com wrote: In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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] Should I switch ASW SDK or stay with Source 2007
Slightly restricts your fanbase to Gmod owners, then, and you have enough money, thanks. Kind regards, *Saul Rennison* On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D garry On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote: It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But I suppose for most of you, if you were to start a new project now, Source wouldn't even be considered. You have UDK, Unity, and later this month CryEngine 3 to play with. On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro ja...@agentredproductions.com wrote: In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
That's true - it does have its disadvantages.. but it has its advantages. It's easier. The engine will get updated around your Lua code. There's an existing playerbase - playing your mod is as easy as joining a different server. If your mod is half decent I'd ship it with GMod.. allowing people to play with your content in GMod's sandbox, then join a different server and play the game itself. garry On Mon, Aug 1, 2011 at 5:28 PM, Saul Rennison saul.renni...@gmail.comwrote: Slightly restricts your fanbase to Gmod owners, then, and you have enough money, thanks. Kind regards, *Saul Rennison* On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D garry On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote: It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But I suppose for most of you, if you were to start a new project now, Source wouldn't even be considered. You have UDK, Unity, and later this month CryEngine 3 to play with. On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro ja...@agentredproductions.com wrote: In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Do you have navigation mesh bindings yet? On Mon, Aug 1, 2011 at 5:35 PM, Garry Newman garrynew...@gmail.com wrote: That's true - it does have its disadvantages.. but it has its advantages. It's easier. The engine will get updated around your Lua code. There's an existing playerbase - playing your mod is as easy as joining a different server. If your mod is half decent I'd ship it with GMod.. allowing people to play with your content in GMod's sandbox, then join a different server and play the game itself. garry On Mon, Aug 1, 2011 at 5:28 PM, Saul Rennison saul.renni...@gmail.comwrote: Slightly restricts your fanbase to Gmod owners, then, and you have enough money, thanks. Kind regards, *Saul Rennison* On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D garry On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.com wrote: It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But I suppose for most of you, if you were to start a new project now, Source wouldn't even be considered. You have UDK, Unity, and later this month CryEngine 3 to play with. On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro ja...@agentredproductions.com wrote: In my opinion, 2007 is an excellent codebase. I realize Valve has added/changed/removed some things since its initial release to the public, but generally speaking, things work quite well with very few required changes. What I do think stands to be improved is Hammer, but it sounds like they're working on that, so to be honest, there's not much to complain about. Just my two cents...and this conversation should probably stop here or be taken elsewhere seeing as it's a bit off-topic, no? On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote: 2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. -- Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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 -- *James Pizzurro* Co-founder, Programmer Agent Red Productions 646-341- direct ja...@agentredproductions.com | www.agentredproductions.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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
Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.comwrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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] Should I switch ASW SDK or stay with Source 2007
Gmod is useful for prototyping an idea (as long as that idea doesn't involve AI), it does a very good job at it. But it just can't compete with the low level access that the Source SDK grants you. On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.com wrote: Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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 -- - Stephen Swires ___ 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
Yeah, and if the end-user has tons of poorly coded add-ons, it will end up affecting the quality of the mod, no ? On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires stephen.swi...@gmail.comwrote: Gmod is useful for prototyping an idea (as long as that idea doesn't involve AI), it does a very good job at it. But it just can't compete with the low level access that the Source SDK grants you. On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote: Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep Source restrictions AND gmod restrictions? ___ 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 -- - Stephen Swires ___ 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] Should I switch ASW SDK or stay with Source 2007
It would seem that removing -alldetail doesn't hep. It seems the program doesn't find the prt file when vvis starts... And I've had weird leaks. On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando psycomma...@gmail.com wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. Doh... thanks for correcting me :) I think the tools Gabe was on about are regarding the art pipeline and Hammer, not the actual code. Well that'd be better than nothing, I'd love an hammer update, so I don't have to hope it won't crash each time I want to look at an ent's flags :( Well then, I guess going with ASW is probably a good idea considering all this, but I'll probably have to get hacky with the shaderlib :( On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards t_edwa...@btinternet.comwrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.commailto: t_edwards@btinternet.**com t_edwa...@btinternet.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com wrote: The biggest problem
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
If you get a leak portals aren't calculated so that's logical. But the only cause I can think of is that you might still have the structure_seal entity, which will be on water brushes as well as the big ones surrounding the world. I can compile maps just fine, so it is possible! On 31/07/2011 8:09, Psy_Commando wrote: It would seem that removing -alldetail doesn't hep. It seems the program doesn't find the prt file when vvis starts... And I've had weird leaks. On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. Doh... thanks for correcting me :) I think the tools Gabe was on about are regarding the art pipeline and Hammer, not the actual code. Well that'd be better than nothing, I'd love an hammer update, so I don't have to hope it won't crash each time I want to look at an ent's flags :( Well then, I guess going with ASW is probably a good idea considering all this, but I'll probably have to get hacky with the shaderlib :( On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Ok I found the problem, my box was tied to a func_brush... Anyways thanks :) On Sun, Jul 31, 2011 at 3:27 PM, Tom Edwards t_edwa...@btinternet.comwrote: If you get a leak portals aren't calculated so that's logical. But the only cause I can think of is that you might still have the structure_seal entity, which will be on water brushes as well as the big ones surrounding the world. I can compile maps just fine, so it is possible! On 31/07/2011 8:09, Psy_Commando wrote: It would seem that removing -alldetail doesn't hep. It seems the program doesn't find the prt file when vvis starts... And I've had weird leaks. On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando psycomma...@gmail.commailto: psycomma...@gmail.com** wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. Doh... thanks for correcting me :) I think the tools Gabe was on about are regarding the art pipeline and Hammer, not the actual code. Well that'd be better than nothing, I'd love an hammer update, so I don't have to hope it won't crash each time I want to look at an ent's flags :( Well then, I guess going with ASW is probably a good idea considering all this, but I'll probably have to get hacky with the shaderlib :( On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwards@btinternet.**comt_edwa...@btinternet.com wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_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.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
2007!!! You guys/gals realize its more than half way through 2011 - right? We should have a freakin updated sdk by now Valve! Releasing Alien Swarm for free was a nice start but it was not developed to be a base of anything but Alien Swarm. It was released over a year ago - Last update is just days away from 1 year - and its basically dead. We need tools that work and eliminate the bs of creating, importing, and modifying content. We need code where everything works (without having to use community patches) and provides us a great base but doesn't overwhelm us with its size. We need better documentation as well. You can't expect the community to write all the help files. I've seen the words masochist and Source used near each other too many times to not say this stuff. Ever notice how dead the mailing list is in recent years? As it stands I can probably count the number of for profit, released, Source Engine games not produced by Valve on one hand. Build a better Source SDK and you will get more interest in Source licensing. Hell, I'd probably even call it something else so people aren't scared off by its previous rep. Date: Sun, 31 Jul 2011 01:44:25 +0100 From: stephen.swi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007 In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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] Should I switch ASW SDK or stay with Source 2007
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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
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 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 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 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 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
btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com 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 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 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 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 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.comwrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com 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 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 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 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 view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ 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
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 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 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
There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com 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 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 -- -Tony -- -Tony ___ 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] Should I switch ASW SDK or stay with Source 2007
Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.comwrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.commailto: omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com 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.**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.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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
I think the tools Gabe was on about are regarding the art pipeline and Hammer, not the actual code. And Tony, wasn't gameui made a part of the mod code rather than being a part of the engine in 2009? On Sat, Jul 30, 2011 at 7:48 PM, Psy_Commando psycomma...@gmail.com wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.comwrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com 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.**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 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.
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. Doh... thanks for correcting me :) I think the tools Gabe was on about are regarding the art pipeline and Hammer, not the actual code. Well that'd be better than nothing, I'd love an hammer update, so I don't have to hope it won't crash each time I want to look at an ent's flags :( Well then, I guess going with ASW is probably a good idea considering all this, but I'll probably have to get hacky with the shaderlib :( On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards t_edwa...@btinternet.comwrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.commailto: t_edwards@btinternet.**com t_edwa...@btinternet.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com mailto:tobias.kammersgaard@**gmail.comtobias.kammersga...@gmail.com 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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ 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
In addition to that Marek, I can see people taking advantage of Mac OS X and replay support On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: No significant changes at all, just that it has multithreaded leaf system, shadows and rendering which change 20-50 FPS into 150. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Should I switch ASW SDK or stay with Source 2007
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
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
I emailed Mike Dunkle (and some others, but he replied) just before Portal 2 came out asking if the current Source SDK would be updated to either the Portal 2 engine or Source 2009. He told me there were no plans to do so as the Source 2009 version was too similar to 2007 even though this isn't really true. Though this may have changed since May/April. I would advise emailing staff members from Valve directly as you're more likely to get a reply out of someone since I doubt there's any staff members at Valve that still check this mailing list. On Sat, Jul 30, 2011 at 12:24 AM, Psy_Commando psycomma...@gmail.comwrote: 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 -- - Stephen Swires ___ 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
Source 2007 is limited and horrible compared to 2009 (specifically the particle editor). I'm used to getting fucked over as a modder of Source so its no big deal really. We all know that Source modding is pretty much dead. - ScarT On 30 July 2011 01:39, Stephen Swires stephen.swi...@gmail.com wrote: I emailed Mike Dunkle (and some others, but he replied) just before Portal 2 came out asking if the current Source SDK would be updated to either the Portal 2 engine or Source 2009. He told me there were no plans to do so as the Source 2009 version was too similar to 2007 even though this isn't really true. Though this may have changed since May/April. I would advise emailing staff members from Valve directly as you're more likely to get a reply out of someone since I doubt there's any staff members at Valve that still check this mailing list. On Sat, Jul 30, 2011 at 12:24 AM, Psy_Commando psycomma...@gmail.comwrote: 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 -- - Stephen Swires ___ 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