-- [ Picked text/plain from multipart/alternative ] 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. > >> -- > >> > >> _______________________________________________ > >> 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

