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I assume you are checking out this tutorial for the debugging?
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
What debugging does it 'launch' the game right from visual studio 2005 in a
window. The window displays various useful information while your mod runs
(missing animation for x event and such). Also, its just damned convenient
and a hell of a lot faster than constantly launching your game through
steam. It doesn't load the 'live map' background for the menus and such,
just lets you get right in.
I just followed the tutorial so I am sure someone will have a greater
breadth of knowledge on the ins and outs of debugging mode.
As far as I can tell the differences between the client and server sections
of the project depend on what you want to do. You'll see some files shared
and in both sections. Within those files you'll often see #ifdef(CLIENT_DLL
or SERVER_DLL) which, I assume, changes things slightly in a class/function
depending on what version of the game you are running.
For example, in the baseplayer_shared.cpp file there is a function
EyePosition() that returns the EyePosition of the player. At the start of
the function it states:
#ifdef CLIENT_DLL
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
As far as I can tell, depending on which version of the game you are
running (server or client) it loads a different kind of vehicle (I am
guessing a server vehicle is optimized for online, simplied physics maybe? I
am no vet to the code). However, pVehicle is a pointer and IClientVehicle
and IServerVehicle must shared the same GetVehicle() function so the rest of
the code works regardless of the server/client.
At first it looked like almost all the files were the same under both
client/server but there are a lot of differences. As I work through
tutorials and try to get stuff happening I notice it makes logical sense.
Stuff that is thought of as 'client side' (for example, the camera
controlling the players view) is in the client section (in_camera.cpp).
That is not to say server stuff is only for MP mods (not at all). I am
assuming (again, notice how green I am?) that when HL2 launches a
singleplayer game it launches a "server" for it. The vernacular used in the
console is very much in the vein of a local player "connecting" to the
server running the single player game and such.
I hope I at least helped slightly, I am finding my own way in this as well.
-Ryan
On Jan 13, 2008 2:56 AM, Curtis Litchfield <[EMAIL PROTECTED]> wrote:
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> Hi guys.
>
> Turns out the Game_SDK.sln file is indeed the same as the game_hl2 file,
> its
> just what the older versions of the sdk created.
> So i've gone through the "my first mod" tutorial on the valve wiki and it
> worked! You can imagine I was pretty excited. even if its 2 numbers on
> one
> line of code.
>
> But this mod used release mode in the compiler, and as far as i understand
> it, you only use that if you're planning to release your mod. I need to
> get
> debug mode to work. and I dont really know anything about doing that.
>
> I've got the -allowdebug argument int he launch options of my mod in the
> steam games list. but beyond that the tut's aren't making much sense to
> me
> about how debug mode even works.
> Does it run the game and keep track of errors? or does it just try to
> compile and let you know of errors to go back and fix them? or am i off
> entirely?
>
> Also i dont know whether or not I should edit the files under the server
> or
> the client dll solutions. To change the rocket speed I used server, which
> makes sense to me in a SP mod.. ( I guess ).
>
>
> once I get this working I've got a few assignments to work on. Change the
> flashlight color and shape, motion blur while sprinting., ironsights...
> that
> kind of stuff.
>
> The code itself will come to me, I"ve got a brain for this kind of thing..
> Its just understanding how to get the toos working that I'm hazy on.
> Thanks for all your help.
> --
>
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