Changes between Version 6 and Version 7 of Modding_Guide
- Timestamp:
- Apr 3, 2013, 12:31:51 AM (11 years ago)
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Modding_Guide
v6 v7 43 43 * [http://notepad-plus-plus.org/ Notepad++]: Windows text editor with enhanced features 44 44 * Unix-based tools (e.g. [http://www.vim.org/ vim], [http://www.gnu.org/software/emacs/ GNU Emacs]) 45 * ''Note for scripting'': unfortunately, generic JavaScript debuggers are not well-suited to our game scripts, which interact heavily with the engine (written in C++), and it's cumbersome to debug at the script engine level. At some point we might have a script debugging tool, but for now the best approach is a good text editor and debugging "by hand" (displaying variables' contents to hone in on logic errors).45 * Try the game's new web-based [JavascriptDebugging script debugger] which is a customized tool for debugging 0 A.D. scripts. With this tool, you can step through the game's UI, AI, and component scripts with ease and view variables' contents. 46 46 47 47 Additionally, if you want to mod the latest greatest version of the game, you might consider getting the latest data from SVN. For Windows users we provide a precompiled version of the game in SVN, so programming/compiling knowledge is not required. Still you will be expected to have a working knowledge of Windows, file management, and basic troubleshooting. See the [wiki:BuildInstructions build instructions] for details on acquiring the latest version of the game for your OS.