-- [ 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 -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

