C_b_fofep and I decided to convert the Alien Swarm build back into an FPS source engine version. This takes the orange box or the SDK template code and dunks it inside the Alien Swarm engine.
THIS WILL MAKE YOUR MODS NOT NEED SOURCE GAMES IN ORDER TO PLAY
THIS DOES NOT COME WITH THE SOURCEMODS FOLDER CONTENTS (SOON)
THIS IS ALL VALVE'S WORK, WE TAKE NO CREDIT FOR THE CODE
What you do with this is entirely up to yourself; we believe that it will help mods that wanting that little extra from the Source Engine. Have fun!
Hey all, awhile back I was developing our studio's game on the Alien Swarm engine, being an FPS it had to be changed back to FPS! So, working with c_b_fofep we developed a rather stable build of the SDK Template inside Alien Swarm. The download doesn't consist of the files you will need for your games sourcemods folder, however a quick look at Dino D-day or Alien Swarm's directory structure will help with that.
Like the template, you can turn off features you do not want inside sdk_shareddefs.h
Pros:
Updated SDK tools,
UI fully exposed for editing,
Faster game performance,
Cons:
Not much of a con, but your maps will require you to do the skybox. Tutorials can be found on the Source developer wiki,
Particle Editor has a new layout, just a warning!
No sourcemods folder content, yet.
No MaterialSystem folder ( Valve removed it, by 'error' apparently ) this means you cannot use the Source Shader Editor until Biohazard develops a build for Alien Swarm.
We hope the community appreciates the effort and that you can get more out of your mods on the Alien Swarm engine. Have fun!
The files you need for SourceMods directory in order to make your game use the ASDK source code. This basically is Alpha because it's ripped directly...
The latest version of the ASDK. This features ALL from the SDK Template inside Alien Swarm, to re-define what you need; simple edit the shareddef's file!
Download seems dead... Fix it, please? :>
I dont understand how to use this. Am I suppose to compile all of these scripts? And where do I put these files?
How do I set this up properly?
There are two of each project file in the server & client.
Tried, got some "sdk_shareddeff" errors, because it was not found.
Make sure it's Visual Studio 2010. I'm going to be optimising this build soon, got some spare time.
Sweet, please do that!
- I tried via VB2010
I mean VS2010. I always use that for coding in Source.
When Valve made TF2 free-to-play, everyone on Steam automatically owned a copy of Source SDK, which meant that they were able to play Source Mods.
I can think of another potential use for this though.
Would you rather have a requirement to download TF2 in order to play a mod. Or would you prefer not doing that and having the game run independently?
You mean, besides the new rendering and multicore processing, glow effects, instructor, GameUI, and the GODLIKE deferred rendering mod?
Yeah bro tip: Removing all the temp files in the download brought this from 243 mb to 47 mb.
Sloppy work really.
Do better.