vs2k3 verse vs2k5 and ET:QW SDK


(extraordinary) #1

Under the assumption that an SDK is going to be the medium used by mod-teams for mod making, I’m just curious if the necessary steps are going to be taken to insure 100% compatibility between the two versions.

For those who do not know, Valve’s Half-Life 2 SDK had severe problems with VS2K5 and after much work and several SDK “patch” releases, the SDK was finally compatible with VS2K5, though, even as I write this, it still has some issues.

Anyone have word on this? Can a dev chime in?


(ayatollah) #2

Just use NotePad :stuck_out_tongue:


(kamikazee) #3

AFAIK, the Doom 3 SDK can be brought to compile with VS 2005 Express Edition and almost works with VS 2005 out of the box. See Doom3World: Possible to use VS2005 EE to compile? for the procedures. I haven’t checked myself.

However, if it’s true, there is a large chance that ET:QW works too. Technically, only the engine hooks could turn out to be compiler dependant, all other stuff should be standard C++.


(kamikazee) #4

If you are coding, notepad works. I want to see you generating a .dll with notepad though. :wink:


(ayatollah) #5

He never said compile…he just said compatible. :stuck_out_tongue: Word documents can be compatible with Microsoft Works but you can’t get Works to produce a Word doc (without some work). :wink:


(RR2DO2) #6

We’re using 2k5 (With SP1) for ETQW dev. You’ll want to use this, or the express edition of it, to compile your mods. This shouldn’t be a problem for anyone as the express edition, or even just the standalone compiler tools, are available for free from Microsoft.

  • Arnout

(Sauron|EFG) #7

That doesn’t necessarily mean it will compile/work the same way in Microsoft’s compilers, which have a varying degree of standards compliance.

Changes in Visual C++ 2005 that can cause code that worked in a previous release to either not compile, or to behave differently at run time.