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Custom Build Rule for SourcePawn in Visual Studio 2010


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bearen
New Member
Join Date: May 2010
Old 05-23-2010 , 09:08   Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #1

Hello there!

I am currently trying to set up my Visual Studio 2010 so I can start programming plugins for L4D.
Having followed this guide I am now experiencing problems creating a Custom Build Rule as shown in item 6 since there is no "Custom Build Rules..." in the drop-down list.

I have already browsed the internet for a solution but didn't find anything helpful hence my question:

How do I set up a Custom Build Rule in Visual Studio 2010?

Thanks in advance!

-bearen
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Slyke
Junior Member
Join Date: Apr 2010
Old 05-24-2010 , 10:17   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #2

I had this problem too and posted on these forums and Steam forums. No help so far .

I use same alias here as Steam forums: Slyke if you wanna check for replies!
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BAILOPAN
Join Date: Jan 2004
Old 05-24-2010 , 19:21   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #3

You don't need Visual Studio to write SourceMod plugins.
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Slyke
Junior Member
Join Date: Apr 2010
Old 05-24-2010 , 22:35   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #4

Care to elaborate? I would use another compilier if I knew of one.
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API
Veteran Member
Join Date: May 2006
Old 05-24-2010 , 22:45   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #5

I'll elaborate. Visual Studio is called an IDE, or Integrated Development Environment. It doesn't relate to the actual compiler in SourcePawn's case, since the compiler is a stand alone file packaged with the release (addons/sourcemod/scripting/spcomp.exe)

You can also use compile.exe to batch compile all .sp files in the current directory. Good luck.
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Slyke
Junior Member
Join Date: Apr 2010
Old 05-25-2010 , 00:53   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #6

Please forgive my lapse in memory. I am used to calling it a compilier (But you are right, it is an IDE).

I will research into this thanks!

But yes, knowing how to do custom builds in VB2010 would be good too .

Pawn Studio seems to be the best viable option.

Last edited by Slyke; 05-25-2010 at 00:58.
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psychonic

BAFFLED
Join Date: May 2008
Old 05-25-2010 , 07:44   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #7

Notepad++
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Zylius
SourceMod Donor
Join Date: Nov 2009
Old 05-25-2010 , 07:55   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #8

Pawn Studio
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bearen
New Member
Join Date: May 2010
Old 05-26-2010 , 11:28   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #9

Thank you very much for all of your answers.

I'll switch to one of the mentioned IDEs to avoid those Build Rule troubles.

-bearen
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 05-26-2010 , 13:40   Re: Custom Build Rule for SourcePawn in Visual Studio 2010
Reply With Quote #10

Quote:
Originally Posted by Slyke View Post
Pawn Studio seems to be the best viable option.
Not really. It is very unstable (crashes often) and is no longer supported by anyone

I use gVim to edit the code, mainly because I use vim (on solaris) at work all day and have been for a very long time. If I use other editors, I wind up putting extra i and r characters all over the place

Then I use compile.exe (that comes with SourceMod) to compile it.

The syntax highlighting for gVim, Notepad++ and other editors can be found in the snippets section. http://forums.alliedmods.net/showthread.php?t=120037

Last edited by naris; 05-26-2010 at 13:52.
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