Agreed wholeheartedly. Thankfully I've archived every SDK update from Valve, so when they introduce new features or bugs I'm able to track things more easily. It would be a royal pain if I lost those.....
At 2007/02/01 07:06 AM, Nick wrote: >Yes, you are correct thats why I suggested there be some sort of way >for valve to allow users to select which version of the codebase they >wish to install. It would be much easier for all coders( open source >coders, and closed source coders) if Valve allowed sdk users to >download previous codebases. > >On 1/31/07, [EMAIL PROTECTED] ><[EMAIL PROTECTED]> wrote: >>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 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]> 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 >>>> >>>> >>>-- >>> >>>_______________________________________________ >>>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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

