Xas wrote:
Will we have a continous updated SDK, forever ?
I dislike this method, and prefer to know now, in place to work on this
solution.
Why would it matter if Valve released an SDK update every week?
The only thing that you have to worry about is...
1) Does the SDK update provide a bug fix to
n place to work on this
solution.
Thanks.
-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Mike Dussault
Envoyé : vendredi 18 février 2005 19:00
À : hlcoders@list.valvesoftware.com
Objet : RE: [hlcoders] SDK Code update.
It's recommended that
Aha Jay, I should of really looked deeper into the licensing before
opening my big gob :P
I'm having a look at it now, would be good if you guys did some kind
of tutorial on perforce.
On Fri, 18 Feb 2005 20:39:03 +0100, tei <[EMAIL PROTECTED]> wrote:
> Yet another:
> http://www.superversion.org/
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Friday, February 18, 2005 11:15 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Code update.
Would it be helpful for us to write a detailed how-to on how to set this up
like Mike is describing using
Yet another:
http://www.superversion.org/
Its ugly, bad, and beta-ish, but easy to run. Its also code on java and
use is own graphic toolkit.
Note to Imperio59 :
REleaSE!! as posiblEE!!!
Actually only exist a few good or bad mods for HL2!.. I can only play
Garrysmod!, I want more HL2 mods!!! 111
:D
> I don't think it would Yahn. Perforce is an extremly expensive program
> and VSS can only be used over a lan envorioment(IIRC) CVS and
> subversion is where it's at for us modders.
Not if you happen to be working on something open source. Perforce is
free for open source projects.
--
Bob Aman
> > I don't think it would Yahn. Perforce is an extremly
> expensive program
> > and VSS can only be used over a lan envorioment(IIRC) CVS and
> > subversion is where it's at for us modders.
>
> Not if you happen to be working on something open source.
> Perforce is free for open source projects.
Most mods are not.
But thanks for the heads up on the opensource freeness.
On Fri, 18 Feb 2005 14:26:14 -0500, Bob Aman <[EMAIL PROTECTED]> wrote:
> > I don't think it would Yahn. Perforce is an extremly expensive program
> > and VSS can only be used over a lan envorioment(IIRC) CVS and
> > subv
Would it be helpful for us to write a detailed how-to on how to set this
up like Mike is describing using Perforce or CVS or VSS?
I don't think it would Yahn. Perforce is an extremly expensive program
and VSS can only be used over a lan envorioment(IIRC) CVS and
subversion is where it's at for us
CVS
http://www.anandtech.com/IT/showdoc.aspx?i=2310
SVN
http://tortoisesvn.tigris.org/docs/TortoiseSVN_en/ch03s02.html
The SVN tutorial is a bit harder to follow.
On Fri, 18 Feb 2005 12:08:02 -0600, Justin Harvey <[EMAIL PROTECTED]> wrote:
> You only have to merge if you want to, your mod will
You only have to merge if you want to, your mod will work fine with out merging.
So, again, it's up to you, do it or don't, from what Valve has said your mod
will not break.
--
www.neotokyohq.com
Quoting Imperio59 <[EMAIL PROTECTED]>:
> Ok,
> I'm not done merging the 150+ files i need to yet, bu
@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Code update.
It's recommended that you merge the latest code from Valve into your
mod, but it's certainly not required. We keep our interfaces backwards
compatible. When we release new code, we figure people will merge it at
an appropriat
It's recommended that you merge the latest code from Valve into your
mod, but it's certainly not required. We keep our interfaces backwards
compatible. When we release new code, we figure people will merge it at
an appropriate time for them.
Merging our changes can be made much easier by using a s
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