-- [ Picked text/plain from multipart/alternative ] also note; while youre in debug mode, running your mod, hitting f12 will also break.
and some other neat tidbits; if you need to break into the debugger at a specific point that you can't place a breakpoint at, add this function call: DebuggerBreak(); and it will break there. On 1/31/07, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > For VS 2005 just compile the code, run the mod and mount the program in > VS. > Edit and compile works fine that way. But large changes don't work out > like > say adding a new if statement doesn't always work out. > > On 1/30/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Got it all workin, and loving it so far. Thanks for the help :) > > > > On 1/31/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > 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 > > > > <http://msdn2.microsoft.com/en-us/library/7yty6a48%28VS.80%29.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 > > > > > > > > > > > -- > > 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 > > > > > > > -- > ~skidz > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

