--
[ 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
--

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