Changes between Version 2 and Version 3 of Modding_Guide


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Timestamp:
Feb 29, 2012, 8:16:54 AM (12 years ago)
Author:
historic_bruno
Comment:

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  • Modding_Guide

    v2 v3  
    2525At some point we plan to have a graphical menu for selecting mods. For now, you can run the game with the `-mod` option, like so:
    2626{{{
    27 pyrogensis.exe -mod=yourmodhere -mod=anothermod ...
     27pyrogenesis.exe -mod=yourmodhere -mod=anothermod ...
    2828}}}
    2929The `public` mod is currently always loaded by default. Any files or folders in the `public` mod might be replaced or added to in a new mod. In fact by replacing the main menu page, it's possible to achieve a totally different game experience, without reusing any of the `public` mod (though it would require a lot of work).
     
    3737  * [http://www.blender.org/ Blender]: free, open source alternative. COLLADA support varies from one version to another, we recommend 2.6+ for animations.
    3838 * Sound: TODO
    39  * Script / Data files: Many text editors exist for editing basic text and scripts, so this mostly boils down to platform and user preference. Unfortunately generic JavaScript debuggers are not particularly useful since our game scripts interact heavily with the engine (written in C++), so the main features to look for in an editor are syntax highlighting and any other features that make life easier. Some choices:
     39 * Script / Data files: Many text editors exist for editing basic text and scripts, so this mostly boils down to platform and user preference. The main features to look for in an editor are syntax highlighting, handling of different line endings and encodings, customizable tabbing, and anything else that makes life easier. Some choices:
    4040  * [http://www.eclipse.org/ Eclipse]: heavy duty IDE supporting many languages
    4141  * [http://notepad-plus-plus.org/ Notepad++]: Windows text editor with enhanced features
    42   * Unix-based tools: [http://www.vim.org/ vim], [http://www.gnu.org/software/emacs/ GNU Emacs]
     42  * Unix-based tools (e.g. [http://www.vim.org/ vim], [http://www.gnu.org/software/emacs/ GNU Emacs])
     43 * ''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).
    4344
    4445Additionally, 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.