Developers Build (SVN)

Any discussion about Lambda Wars that doesn't fit in the other subforums.
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Sun Jun 24, 2024 4:10 pm

franky200 wrote:Thanks it worked, but whenever i host a antlion wars game it says everyone is defeated.

Didn't tested that mode in a long while, so maybe that's why.

I started a new dev build located at http://svn.hl2wars.com/hl2wars_asw_dev/trunk (see first post for download instructions). This build is based on the Alien Swarm engine. My intention is to make this replace the old 2007 build.

This build also uses different lighting rendering (from BioHazard: https://code.google.com/p/swarm-deferred/). Main reason for doing so is so I can integrate the fog of war + team colors into the shaders (the normal shaders of Alien Swarm do not provide the source code of the shaders...).

Another disadvantage is that it can't mount the original half life 2 content (moved from gcf to vpk file format). For this reason I am including the half life 2 content we use. Since we are also using content from Episode Two, it will check if you have this game on your steam account (using the steam api). As a consequence you don't need to have any hl2 game installed (only alien swarm is needed).

So far I only added hlw_forest and or_trapped:




This build replaces the one at "svn.sandern.com/hl2wars_asw_dev", so delete the old folder if you had this one installed.
FtDLulz
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Re: (SVN) Public Developers Build

Postby FtDLulz » Thu Jun 28, 2024 2:46 pm

So, the Alien Swarm engine is the one you're using from now on?

Edit: It doesn't show in my steam game list. Something to do with GameInfo.txt?
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Thu Jun 28, 2024 4:53 pm

FtDLulz wrote:So, the Alien Swarm engine is the one you're using from now on?

Edit: It doesn't show in my steam game list. Something to do with GameInfo.txt?

Make sure to checkout the trunk folder into hl2wars_asw_dev.
FtDLulz
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Re: (SVN) Public Developers Build

Postby FtDLulz » Thu Jun 28, 2024 4:59 pm

Sandern wrote:
FtDLulz wrote:So, the Alien Swarm engine is the one you're using from now on?

Edit: It doesn't show in my steam game list. Something to do with GameInfo.txt?

Make sure to checkout the trunk folder into hl2wars_asw_dev.


So, I made a folder called hl2wars_asw_dev. I checked that out with the link. Is that what I was supposed to do?
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Thu Jun 28, 2024 5:06 pm

FtDLulz wrote:
Sandern wrote:
FtDLulz wrote:So, the Alien Swarm engine is the one you're using from now on?

Edit: It doesn't show in my steam game list. Something to do with GameInfo.txt?

Make sure to checkout the trunk folder into hl2wars_asw_dev.


So, I made a folder called hl2wars_asw_dev. I checked that out with the link. Is that what I was supposed to do?

the gameinfo.txt is supposed to be in sourcemods/hl2wars_asw_dev. If you see a folder called "trunk" instead, you checked out from the wrong folder.
FtDLulz
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Re: (SVN) Public Developers Build

Postby FtDLulz » Thu Jun 28, 2024 5:11 pm

Yeah, I had tags, branches, and trunk. Probably shouldn't have done it the way I did. :P
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Thu Jun 28, 2024 5:23 pm

FtDLulz wrote:Yeah, I had tags, branches, and trunk. Probably shouldn't have done it the way I did. :P

I had the wrong link posted above. Just added trunk behind it.

I think you can just copy everything below trunk one folder up, but it might break updating svn.
FtDLulz
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Re: (SVN) Public Developers Build

Postby FtDLulz » Thu Jun 28, 2024 10:52 pm

Invisible units in-game D: It's hard to play overrun when you don't know where the enemy is.

Edit: And the final score thing is stuck on the screen unless you exit the game.
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Fri Jun 29, 2024 8:33 am

FtDLulz wrote:Invisible units in-game D: It's hard to play overrun when you don't know where the enemy is.

Edit: And the final score thing is stuck on the screen unless you exit the game.

I think you did not completely acquired the developers build. It's currently about 2.5gb large.
FtDLulz
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Re: (SVN) Public Developers Build

Postby FtDLulz » Fri Jun 29, 2024 10:04 am

Sandern wrote:
FtDLulz wrote:Invisible units in-game D: It's hard to play overrun when you don't know where the enemy is.

Edit: And the final score thing is stuck on the screen unless you exit the game.

I think you did not completely acquired the developers build. It's currently about 2.5gb large.


Well the models aren't missing because I move my camera far away and back, and they appear. And I did download about 2.8 GB of files so...
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Sat Jun 30, 2024 12:01 pm

FtDLulz wrote:
Sandern wrote:
FtDLulz wrote:Invisible units in-game D: It's hard to play overrun when you don't know where the enemy is.

Edit: And the final score thing is stuck on the screen unless you exit the game.

I think you did not completely acquired the developers build. It's currently about 2.5gb large.


Well the models aren't missing because I move my camera far away and back, and they appear. And I did download about 2.8 GB of files so...

Maybe I accidently disabled the map boundary on or_trapped, would need to check. In that case you can zoom outside the map and as a result the entities are not rendered.
FtDLulz
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Re: (SVN) Public Developers Build

Postby FtDLulz » Sat Jun 30, 2024 4:42 pm

I'll save you from checking and say that it happens to my friend and me on the maps we've played. (four or five)
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Sun Aug 12, 2024 9:55 am

SkedarE wrote:
Sandern wrote:
SkedarE wrote:Would you guys like any of us to post here any major glitches we find in it to help out development or would we be bogging you guys down in a torrential rain of bugs that you already known about? i.e. Overrun game-mode zombies crashing game (ctrl + alt + delete > taskbar > end hl2.32something-oh-no-not-again) when a new wave starts at later lvls lvl9+ ect.

It seems I can't reproduce that crash.


-I used the 2007 Source version install of the new dev within a day or two of my previous post
-Singleplayer Skirmish with the overrun gamemode was selected with Zombies assaulting and myself as a Combine player
-9 Soldier SMGs, 3 mannable turrets built at three primary entrances, 1 stalker, Tier 3 purchased, building 7+ Combine Elite
-Crash happened on "or_city" and the forest map with the highground from the northeast running down to the enemy spawn points in the southwest
-crash occurs later stages of the game i.e. lvl9+ with frozen screen and wirring recurring 1sec sound repeat(standard HL2 freezing crash effects)
-a LOT of fun incurred up to crash instance making it more than worth facing a crash at that instance and restarting everytime :D
-PC Custom Dell XPS8300 (Windows7) should be able to handle heavy memory requirement upgrades although the OS may be responsible for causing this glitch due to Windows 7 possibly restricting something in the SVNTorsoise installing of page files

Just fixed that bug.
Sandern
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Re: (SVN) Public Developers Build

Postby Sandern » Thu Aug 23, 2024 12:20 pm

Sandern wrote:
franky200 wrote:Thanks it worked, but whenever i host a antlion wars game it says everyone is defeated.

Didn't tested that mode in a long while, so maybe that's why.

I started a new dev build located at http://svn.hl2wars.com/hl2wars_asw_dev/trunk (see first post for download instructions). This build is based on the Alien Swarm engine. My intention is to make this replace the old 2007 build.

This build also uses different lighting rendering (from BioHazard: https://code.google.com/p/swarm-deferred/). Main reason for doing so is so I can integrate the fog of war + team colors into the shaders (the normal shaders of Alien Swarm do not provide the source code of the shaders...).

Another disadvantage is that it can't mount the original half life 2 content (moved from gcf to vpk file format). For this reason I am including the half life 2 content we use. Since we are also using content from Episode Two, it will check if you have this game on your steam account (using the steam api). As a consequence you don't need to have any hl2 game installed (only alien swarm is needed).

...

This build replaces the one at "svn.sandern.com/hl2wars_asw_dev", so delete the old folder if you had this one installed.

I reverted to the regular lighting again, because the Alien Swarm SDK got updated with the official shaders and converting everything to work properly with the deferred lighting is too much work (due potential unsupported things and other issues).

See the first post for obtaining this build.
JackKellar
Posts: 10
Joined: Sun Jan 27, 2025 4:52 pm

Re: (SVN) Public Developers Build

Postby JackKellar » Mon Jan 28, 2025 9:08 pm

Loving the new model for the power generator!!

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