Re: [hlcoders] Visual Studio .net Question restated

2003-09-04 Thread Pat Magnan
Quake II includes the Engine source, are you sure you can mix and match managed C++ with non-managed C++ code (the hl.exe, sw.dll, hw.dll and many many other files we don't have source to in halflife). Don't forget we have only source to the server and client dll's here, so I'm not sure that you ca

Re: [hlcoders] Visual Studio .net Question restated

2003-09-04 Thread Dave Meyers
I just read over my question and the responeses I got back, and realized I could have added more information. 8) I an not sure how I found it, but Quake II was ported over to .net code, and there is a White Paper that talks about it. In the paper it talked about portint the code to a Managed C++

Re: [hlcoders] Visual Studio .net

2003-09-04 Thread Rockefeller
Phantom wrote: I've built the SDK using the orignal VS.Net with no changes/problems iirc, but its been a while since i've done any HLMod work so not had a chance to try with VS.Net03 myself. Biggest difference between VC6 and VC.Net was the size of the dlls shrunk even under debug, which was nice :

Re: [hlcoders] Visual Studio .net

2003-09-04 Thread tei
Hello Dave, DM> Anyone have experience porting their code to .net to see what the DM> differences in the Managed code are? DM> Just kinda curious. DM> Starbreaker Not me. No-Related Question: And about the Visual Studio 6 Processor Pack? http://msdn.microsoft.com/vstudio/downloads/tools/ppac

Re: [hlcoders] Visual Studio .net

2003-09-04 Thread Michael A. Hobson
I have built the SDK with MSVC++ 7.0 (.NET) and that is all I use now. You must *not* make the SDK project into a "Managed Code" project using MIDL executables. If you simply open the existing workspace files, MSVC++ 7.0 will ask if you want to convert the workspace. Click on "Yes" and it will do

Re: [hlcoders] Visual Studio .net

2003-09-04 Thread Phantom
I'm guessing he means using the Managed C++ extension MS introduced in to the VS.Net range (hehe, that was more for ppl who didnt know as i'm kinda assuming you do know ;), and unless you use the extensions there probably wont be any differences and certainly not any advantages over just compiling

Re: [hlcoders] Visual Studio .net

2003-09-04 Thread botman
> Anyone have experience porting their code to .net to see what the > differences in the Managed code are? > > Just kinda curious. What do you mean by "differences in the Managed code"? .NET should build the Half-Life SDK just fine (with a few minor changes if you are using VC 7.1 since some more

[hlcoders] Visual Studio .net

2003-09-04 Thread Dave Meyers
Anyone have experience porting their code to .net to see what the differences in the Managed code are? Just kinda curious. Starbreaker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.

Re: [hlcoders] Pay to play response from Gabe Newell. (?)

2003-09-04 Thread Marco Leise
I wonder if the extras in the Collector's Edition is the SDK tools. Hmmm, could be. They'll pack in everything they can find I guess. Full SDK, making of, Soundtrack CD, wallpapers, some freaking test levels from their alphas that demonstrate physics. Well all that stuff you either get over the int

Re: [hlcoders] SKU?

2003-09-04 Thread Marco Leise
Steam Subscription: this version will grant you access to all of Valve's software releases. In other words, you will be able to play Half-Life, Counter-Strike, Team Fortress Classic, Day Of Defeat, Half-Life 2 and others, as well as have access to future releases such as Team Fortress 2 and Half-Li