Re: [hlcoders] Does anyone have any tips on testing multi-player mods
-- [ Picked text/plain from multipart/alternative ] Could I use VMware and run another WinXP image? Or is the VMware video driver not going to be able to run HL2? On 3/3/07, Stephen Swires <[EMAIL PROTECTED]> wrote: > > You can only run a single instance of the Source engine on a single > machine, even if they're running different mods. > > James Smith wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > I was just wondering if there's any easy ways to run multiple instances > of > > you HL2mod on one machine? Also I just want to know what kind of > techniques > > people use to test their game thoroughly. > > -- > > > > ___ > > 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
[hlcoders] Does anyone have any tips on testing multi-player mods
-- [ Picked text/plain from multipart/alternative ] I was just wondering if there's any easy ways to run multiple instances of you HL2mod on one machine? Also I just want to know what kind of techniques people use to test their game thoroughly. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling Source SDK with MinGW
-- [ Picked text/plain from multipart/alternative ] Not the ideal alternative, but I guess I might have to use it. Can I still build the sdk from the command line with this Express version? I really detest the IDE itself. Thanks, Sunblaze On 1/9/07, Jed <[EMAIL PROTECTED]> wrote: > > Use the free Visual Studio Express 2005 if you want a cost free way of > compiling. > > Assuming thats why your using MINGW > > - Jed > > On 10/01/07, James Smith <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > 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 > > > > > > ___ > > > 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] Compiling Source SDK with MinGW
-- [ Picked text/plain from multipart/alternative ] 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 > > ___ > 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
[hlcoders] Compiling Source SDK with MinGW
-- [ 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. Thanks, Sunblaze -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders