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Thank you for verifying my assumptions Tom.

On Jan 13, 2008 2:37 PM, Tom Leighton <[EMAIL PROTECTED]> wrote:

> Ryan Nash wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 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.
> >
> Correct, depending on what is being built, depends what code is included
> into that binary. Look up C++ Preprocessor Directives.
> > 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.
> >
>
> Correct, the server uses the server vehicle (No rendering, but does the
> model collision), client side does the rendering and no collision.
> > 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).
> >
> Correct.
> > 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.
> >
> Correct, Source works on a client/server principle. Single player games
> launch a server.
> > 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:
> >
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> 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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> >>
> >>
> >>
> > --
> >
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> >
> >
> >
>
>
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