[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] 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
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
[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
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