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Thanks for the quick reply. Hmm. So what's the alternative? Write the client
and server dll's from scratch? Can that even be done?

On 1/9/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> James Smith wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I've been playing around with the source sdk and have been trying to
> compile
> > it with MinGW and MSYS. Most of the compile errors I encounter are from
> the
> > pre-processor directives identifying that _WIN32 must mean I'm compiling
> > with an MS compiler, which I have to modify and add a smarter check to.
> > Although I think those problems are just the tip of the iceberg. So I
> was
> > wondering if other's have looked into building a release that's a bit
> more
> > compatible MinGW and other alternative compilers and ultimately(IDEs).
> I'm
> > pretty new to the scene so I don't know if I'm asking a question other's
> > have already answered or not.
>
> You will have more problems during linking than you did during
> compiling.  The compiled game code that you create must link against
> libraries that you don't have the source code to (for example the VGUI2
> library).  These libraries use Microsoft C++ name mangling for exporting
> function names and unfortunetly, this name mangling isn't compatible
> with any other compiler/linker.  You can not convert the MSVC libraries
> easily to COFF format (or any other linker format) without having access
> to the source code to rebuild the libraries.
>
> Even if you can get everything to compile, you won't be able to link
> everything to generate the final DLL(s).  Good luck!  :)
>
> --
> Jeffrey "botman" Broome
>
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