Version Control

I'm familiar with Perforce but not with Source modding. This doesn't look like it's truly a must - just the recommended workflow for when you start taking a project seriously.

I wouldn't this let block you from getting your feet wet with actual modding if you can't be bothered with it yet.

Source control is just a way of keeping track of how you (and others) change files and their content over time. There are many different flavours, Perforce is one of them.
 
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From what I read of the link you supplied OP it says you may get errors in the code when setting up, so you could well have been going the right way about it. What errors are you getting?
 
From what I read of the link you supplied OP it says you may get errors in the code when setting up, so you could well have been going the right way about it. What errors are you getting?
I did get the one they say you could get, but I couldn't fix it. I'm pretty sure I had the paths the same as what they had.

Tip: The confusing error "No target file(s) in both client and branch view" means that one or both paths in the View are pointing to the wrong location. Don't forget to include any subfolders you made.

I think I'll leave it for now. Seems like too much effort for just learning it :).
 
I think I'll leave it for now. Seems like too much effort for just learning it :).

Don't underestimate the power of source control, really. It's invaluable having the entire history of your project at your fingertips.

As for which to use, I'd say Mercurial if you're using Windows.
 
We use Perforce at work, it's a must in an environment where multiple people are working on the same project at the same time, and especially when people come and go from the project.

Saying that though, I could see why it might be a bit overkill for a single user doing some modding.
 
Forget version control if you're just learning. Myself and a friend built a mod (more a level pack really) and our version control was saving our own maps every hour or two and calling it

mapname01.ext
mapname02.ext
mapname03.ext
mapname04.ext

(called .ext because it's been so long since I used it and can't remember the real file type).

Eventually I ended up with hundreds of saves of the same map but could always easily skip back through time if I needed something I had deleted.

The source SDK is a lot of fun when you get to grips with it, gl!

edit: plug: If you want to try our mod, check out http://developer.valvesoftware.com/wiki/Rock_24 and if you want all the project files then we're happy to let anyone rip them to shreds to learn from or whatever, just let me know.
 
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