1)  The SDK files are excluded from the single-player solution, so you
pretty much just deal with files in HL2 DLL and the rest of the
project.  However it's possible for you to strip all those files and
start from scratch, which is what you'd probably do if you're making a
full modification.  The SDK files are enabled in the multiplayer base,
while everything in the HL2 DLL folder is disabled.  However at this
point I'd say it's incredibly difficult to start a MP mod using this
approach because there's little documentation on how things work in
multiplayer versus singleplayer.  We'll just have to wait for this
elusive HL2DM SDK

2)  I haven't tested this out, but if it follows the same structure
for HL2 mods as it does for HL1 mods, you just copy your mod folder
into the <accountname>\half-life 2 folder, next to hl2.  Don't quote
me :)

On Thu, 9 Dec 2004 23:06:04 -0500, David Nelson <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Ok, as many have said before, the organization of the SDK is pretty hard to
> get used to.  I've just got a couple questions about how you go about
> editing the SDK.
>
> 1)  So almost of the changes you make are done in the SDK directories in the
> Client and Server DLL's code?  Or is this just for multiplayer mods?  If it
> is, then you just modify the general code for single player mods?
>
> 2)  Currently we are stuck with running our mod with the run_mod.bat file?
> There isn't any way to integrate the mods for release?
>
> Thanks for any and all info!
>
> David
> --
>
> _______________________________________________
> 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

Reply via email to