This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Anybody who would download the open source mod would have to diff and patch their own SDK files wouldn't they? Also, would every suggestion need to be diffed with the same SDK version? Seams like a huge hassle. Please don't feed or hassle the Hoff.
-Nate ----- Original Message ----- From: [EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]> To: [email protected]<mailto:[email protected]> Sent: Wednesday, January 31, 2007 10:53 PM Subject: Re: [hlcoders] Re: Open Source Mods (again) Yeah this would be an extremely difficult problem. When Valve releases SDK version N+1, you suddenly have to create a patch for your mod to take you from N to N+1. That patch file is going to contain all the brand new files in the SDK. Maybe I'm reading to much in to the earlier statements on this thread, but it sounds like the patch files I posted on the wiki http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed<http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed> a while back are not kosher, since they contain all the new SDK files? If that's not the case, then an open source mod could conceivably maintain an ongoing patch listing, given some known SDK as the starting point. At 2007/01/30 10:43 AM, Jeremy wrote: >-- >[ Picked text/plain from multipart/alternative ] >Not sure how well that is going to work. I don't know how patch files would >deal the base SDK being changed during updates, and then users applying the >patches to a slightly different codebase than the patch was built from. It's >unfortunate they don't allow the code to be more public. Could open up some >neat opportunities like this. > >J > >On 1/30/07, Nikolaos Tzimoulis <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote: >> >> Hello (again), >> >> I've started my open source mod on sourceforge. I figured out their >> terrifying way of dealing with code submissions and now I'm working on >> a way to manage the code using diff files. I downloaded sfk (as Mike >> suggested) and I understand that it can be used to apply patch files >> to the original SDK files to generate the mod's source code. The >> problem is that I can't find a way to automate the process of creating >> the patch file. Sfk needs a particular format and I need to get a tool >> that finds differences between files and saves the output in that >> particular format. Should I try to make one on my own or is there a >> tool to do that already out there? >> >> Also, to clarify on more thing: I'll just have to create an unmodified >> copy of the SDK code to use as a basis to create the patch, right? >> >> Thanks for the help and sorry for being a pest and asking questions >> that aren't directly related to hlcoding. >> >> Nicholas >> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders<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<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

