Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread Nick
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

Re: [hlcoders] Game Launched - Code Execution

2007-02-01 Thread Mukkan Yhti
Does anyone know any sutible place to put code that you want executed when the mod launches?? I would be very greatfull. Thanks, Mukkan From: Mukkan Yhtiö [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Game Launched -

Re: [hlcoders] Game Launched - Code Execution

2007-02-01 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Mailing ListIn order to do certain things in my mod I need to use some third-party libraries which need to do some initialization/termination work. Is there a certain place where I can call these functions as the mod is loaded?A: Yahn Bernier

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread bloodykenny
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

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread Jason Stillwell
-- [ Picked text/plain from multipart/alternative ] You should read a bit about revision control systems. You should be using one anyways. A good versioning system can make keeping track of these diffs and patch files much more manageable. (note that I didn't say easy). Most of them will let you