[hlcoders] Does anyone have any tips on testing multi-player mods

2007-03-03 Thread James Smith
--
[ 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.
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Re: [hlcoders] Does anyone have any tips on testing multi-player mods

2007-03-03 Thread James Smith
--
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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.
  --
 
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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-10 Thread James Smith
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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
  
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[hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread James Smith
--
[ 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
--

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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread James Smith
--
[ 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

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