Alien Swarm as modding base

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Alien Swarm as modding base

Postby atrblizzard on Sun Oct 17, 2010 12:38 pm

Hello community.
I've been curious ever since Alien Swarm and it's SDK have been released, that why there are no mods based on this engine? Why nobody bothered creating a new total conversion mod based by ASW? Or why the current modders haven't ported their mod projects to the new engine yet (TS mods)? Is it because of the new top view camera? Or is it because of the new player control? No proper first person view? No view models? Missing features?
Modding on the Alien Swarm has many advantages, such as updated codes, new engine featurs, updated tools to work with and flexibility (knowing that you will work on one engine, not on several branches at once, like the 2007 engine and the 2009 one).
I'm curious about your opinion about this theme. I think Alien Swarm could be a great base for TS mods, giving free way of playing your mod(s) :).
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Re: Alien Swarm as modding base

Postby marks on Sun Oct 17, 2010 1:03 pm

Source is just massively outdated for modding.
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Re: Alien Swarm as modding base

Postby MáØ on Sun Oct 17, 2010 3:32 pm

Secrete valve employee trying to figure us out >.>
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Re: Alien Swarm as modding base

Postby Mighty Monk on Sun Oct 17, 2010 3:32 pm

Has anybody considered looking at the UDK?
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Re: Alien Swarm as modding base

Postby MáØ on Sun Oct 17, 2010 3:34 pm

Mighty Monk wrote:Has anybody considered looking at the UDK?


I'm pretty sure 90% of this form has UDK installed lol...
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Re: Alien Swarm as modding base

Postby Mighty Monk on Sun Oct 17, 2010 3:35 pm

Well I only asked cause I don't see anybody discussing it, or talking about planning/creating mods on that platform.
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Re: Alien Swarm as modding base

Postby Welsh Mullet on Sun Oct 17, 2010 3:44 pm

MáØ wrote:Secrete valve employee trying to figure us out >.>


I don't think anyone can secrete valve employees XD
Except maybe Gabe
That's what she said.
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Re: Alien Swarm as modding base

Postby Mighty Monk on Sun Oct 17, 2010 4:04 pm

He just eats them.
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Re: Alien Swarm as modding base

Postby no00dylan on Sun Oct 17, 2010 4:44 pm

Mighty Monk wrote:He just eats them.


Someone just got fired. JK

Really, myself, I'm just busy with other things, I'm having enough trouble making a left 4 dead 2 campaign, I don't have the time for a full conversion mod.
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Re: Alien Swarm as modding base

Postby Mess on Sun Oct 17, 2010 9:49 pm

Because it's a buttload more work than modding for hl2 or orangebox. For a start you have no materials, models, NPCs, or any assets at all to base yourself off.

The Gear team is currently in the process of converting City 17: Episode One (so pretty much all of the orangebox assets and entities) to the AS codebase seeing as Valve fucked the 2009 codebase for us.
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Re: Alien Swarm as modding base

Postby MrTwoVideoCards on Sun Oct 17, 2010 10:57 pm

Yeah and it's been a bitch.
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Re: Alien Swarm as modding base

Postby no00dylan on Sun Oct 17, 2010 11:44 pm

A bitch.
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Re: Alien Swarm as modding base

Postby Mr. Happy on Mon Oct 18, 2010 4:26 pm

Because most people that mod Source games do so because they enjoy the HL2 gameplay and set their mods in that universe. The weapons and npc's and whatnot are more generic. There simply hasn't been enough time for any AS mods/TC's to be created using non AS gameplay.
marks wrote:Source is just massively outdated for modding.

why are you even here? what you say might be true if all you are interested in is art creation.
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Re: Alien Swarm as modding base

Postby Gradius on Mon Oct 18, 2010 7:20 pm

Mess wrote:The Gear team is currently in the process of converting City 17: Episode One (so pretty much all of the orangebox assets and entities) to the AS codebase seeing as Valve fucked the 2009 codebase for us.

Ouch, ouch and double ouch.

I'm guessing there was a lot of work just removing all of the alien swarm logic before you even got to adding the HL2 + C17 code. You have my condolences.
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Re: Alien Swarm as modding base

Postby srredfire on Mon Oct 18, 2010 9:22 pm

Mighty Monk wrote:Well I only asked cause I don't see anybody discussing it, or talking about planning/creating mods on that platform.


Because maybe this is a Half-Life/Source engine modding and mapping site and not an Unreal engine modding and mapping site.

marks wrote:Source is just massively outdated for modding.


I'm really tired of seeing these kind of comments. Everyone says that Source is outdated and old, and yes, it is, but that doesn't stop anyone from using it who wants to. The complaints about it being old are obvious, great. Yes the engine came out 2004, and yes it's lacking, we understand that. Go to a community site where they still map for Quake 1 and say that the engine is outdated and old. It's the same thing.

If you're unhappy with the current Source technology, why are you here? I mean, I get that we're a community and you have "friends" here, but when someone wants to know a serious and genuine answer and all we throw back at them is "Source is outdated", what's that saying about us? We might as well just shut down the site and move Interlopers to some other domain like www.skaarjmapping.net or something.

I really don't care if I'm looking too much into it, this is just my opinion, but the whole obvious "getting old" thing is doing just what it's saying. Getting old.

So can we stop that please? Thanks.
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