I've not had any problems with VS.Net and our Mod, in fact, the debug dlls
it produces have dropped in size, and it complied first time on switch, in
fact I made a new VS.Net Soloution adn included the dll and cl_dll for nice
one step building :)
Now, if I could just work out why its not coping the build dlls to the
corret mod dirs I'll be a happy coder :)

However, the point about sending files in VS6 format is well made, I can get
away with using VS.Net coz I'm the only coder, but if someone is willing to
take time out to help you then you should make it easy for 'em to deal with
ya code :)


----- Original Message -----
From: "Commando" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 27, 2002 8:52 PM
Subject: RE: [hlcoders] Argh!


> At 02:14 PM 27/02/2002 -0600, you wrote:
> >Sure, but file format specs like this change all the time (Remember Word
> >95->97->98/2000/2002?)
> >
> >What was so crucial about the project files anyway?
> >
> >Personally I would have just sent an email saying "you need to add the
new
> >source file mygame_whatever.cpp to the project" rather then reinstalling
> >6.0 on your own box. This shouldn't be too annoying - I've probably added
> >4 new source files to FLF in the last 9 months.
>
> Most of us make more major modifications to the SDK for our mods.  In the
> mod I am working for, we have added dozens of new files to each of the
> projects, changed defines, and removed just as many of the original
> files.  It is unfair to ask other developers to spend time creating new
> project files when you share work, and when you send code to people not on
> your team when asking them for help, it is just impolite to make them do
this.
>
> Just my thoughts on the idea.  Plus of course, there is that fact that the
> SDK is well tested on 6.0.  If you use .NET, you may be introducing bugs
> that could have been prevented.
>
> Rob Prouse
> Tour of Duty Mod
> http://www.tourofdutymod.com
>
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