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 it as normal C++ code with as you say a few fixes for ANSI compliance.
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 :) ----- Original Message ----- From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, September 04, 2003 6:14 PM Subject: Re: [hlcoders] Visual Studio .net > > 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 strict ANSI compliance was merged into > VC 7.1). > > 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

