--
[ Picked text/plain from multipart/alternative ]
Yeah I've done all that, but I just realized I had a warning when I compile,
about /EDITANDCONTINUE being ignored due to /INCREMENTAL:NO
I'll fix that up and see if it works

On 1/31/07, Minh <[EMAIL PROTECTED]> wrote:
>
> 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
> >> --
> >>
> >> _______________________________________________
> >> 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
> >
>
>
> _______________________________________________
> 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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