You may also need to do the following:
- go to the client_sdk Property pages (by right-clicking on "client_sdk" in
the solution explorer)
- In the Property Pages, go to "C/C++", click on "General", and under the
field "Debug Information Format", change it to "Program Database for Edit &
Continue (/ZI)"
- Repeat the above two steps for the "server_sdk" solution.
Once it's all set up, you can then start a debugging instance and it should
run your game (best to play it in windowed mode since it's the easiest to
alt-tab out of), when you want to stop and make changes, just switch the
your MS Dev environment and click on the "pause" button (or you can press
CTRL+Break), it should then stop the entire program and take you to the last
executed line.. Now you can explore your code and make changes and when
you're done just press "play" or (press F5).
Oh, when you press 'pause' , It'll ask if you want to show disassembly
information. Make sure you select yes to this option because in my
experience if you don't show Dis-Ass. info it won't let you resume
playback...
----- Original Message -----
From: "Teddy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, January 30, 2007 8:35 PM
Subject: Re: [hlcoders] Particle prototyping
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
--
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