--
[ 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
--

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