-- [ Picked text/plain from multipart/alternative ] Yeah I had a look around too and I came across that, but the Edit & Continue checkbox is already checked by default. I know you need to screw around with Debug settings as well (debug information format has to be set to Program Database for Edit & Continue) but I think theres still something else that needs doing... which I don't know.
On 1/31/07, Teddy <[EMAIL PROTECTED]> wrote: > > I did some googling, it seems it's as simple as turning it on in the > options! > > 1. From the Tools menu, click Options. > 2. In the Options dialog box, open the Debugging node, and select the > Edit and Continue category. > 3. To enable, select the Enable Edit and Continue check box. > 4. Click OK. > > Note: Edit and Continue works only in debug builds. For native C++, > Edit and Continue requires using the /INCREMENTAL option. > > (from http://msdn2.microsoft.com/en-us/library/7yty6a48(VS.80).aspx) > > On 1/31/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Well I wouldn't really have the faintest idea where to start, so I'd > really > > appreciate a hand :) > > > > On 1/31/07, Minh <[EMAIL PROTECTED]> wrote: > > > > > > Yea, it's really easy to set up and saves A LOT of time not having to > > > restart your game everytime you make a code change. > > > Lemme know if you need help setting it up. > > > > > > ----- Original Message ----- > > > From: "Matt Stafford" <[EMAIL PROTECTED]> > > > To: <[email protected]> > > > Sent: Tuesday, January 30, 2007 4:35 PM > > > Subject: Re: [hlcoders] Particle prototyping > > > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Didn't realize there was such a thing :P > > > > I'll have a read into it, thanks. > > > > > > > > On 1/31/07, Minh <[EMAIL PROTECTED]> wrote: > > > >> > > > >> For what it's worth, I managed to get quick results by using the > > > >> continue-edit feature in the MS Visual Studio debugger. > > > >> I could tweak the variables for my particle emitter and see my > results > > > in > > > >> a > > > >> matter of seconds. Do you know how to use the continue-edit > feature? > > > >> > > > >> ----- Original Message ----- > > > >> From: "Matt Stafford" <[EMAIL PROTECTED]> > > > >> To: <[email protected]> > > > >> Sent: Tuesday, January 30, 2007 4:50 AM > > > >> Subject: [hlcoders] Particle prototyping > > > >> > > > >> > > > >> > -- > > > >> > [ Picked text/plain from multipart/alternative ] > > > >> > Hi all, > > > >> > I'm starting to get into working on particle effects as of late. > Just > > > >> got > > > >> > a > > > >> > quick question to either Valve or anyone else who has had > experience > > > >> with > > > >> > particle creation - what is the easiest/best way to be able to > > > >> > prototype > > > >> > and > > > >> > test effects instead of 'tweak param and recompile' or use a > bunch of > > > >> > ConVars? > > > >> > I've seen in a few files an EXPOSE_PROTOTYPE_EFFECT as well as > > > >> references > > > >> > to > > > >> > IPrototypeAppEffect. So is there an external app that Valve used > to > > > >> easily > > > >> > prototype particles? > > > >> > Reason I ask is that the other engine I mod on has a fantastic > > > particle > > > >> > system where everything can be done in the editor using a simple > > > >> > modifier-esque system, and then in the preview window you can see > > > your > > > >> > changes. Particle development in any other manner now seems > tedious, > > > so > > > >> > I'm > > > >> > hoping there is another method Valve have used. > > > >> > > > > >> > Thanks all, > > > >> > Matt > > > >> > > > > >> > -- > > > >> > Matt Stafford (Wraiyth) > > > >> > NightFall HL2 Mod - http://nightfall.nigredostudios.com > > > >> > -- > > > >> > > > > >> > _______________________________________________ > > > >> > 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 > > > >> > > > >> > > > > > > > > > > > > -- > > > > Matt Stafford (Wraiyth) > > > > http://wraiyth.freesuperhost.com > > > > NightFall HL2 Mod - http://nightfall.nigredostudios.com > > > > -- > > > > > > > > _______________________________________________ > > > > 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 > > > > > > > > > > > > -- > > Matt Stafford (Wraiyth) > > http://wraiyth.freesuperhost.com > > NightFall HL2 Mod - http://nightfall.nigredostudios.com > > -- > > > > _______________________________________________ > > 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 > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

