what do you need to make a mod run?
how can i add things? like, an extra gun/class?
is that a part of scripting?
and how can i tweak the graphics?
if i get answers, ill give you all free pron.
what do you need to make a mod run?
how can i add things? like, an extra gun/class?
is that a part of scripting?
and how can i tweak the graphics?
if i get answers, ill give you all free pron.
Hehe, keep the porn… The first thing to know is that all the questions you ask have already been asked many times, search the forum archives for answers…
You need the source code and a basic knowledge in the program language C.
If you want models and skins you also need a graphics program and modelling program.
There is a major difference between learning/knowing/understanding c rather than mimicking what you see. A good part of learning is copying exactly what you see for awhile…but soon enough you gotta test yourself and make a good, solid, efficient, but simple program covering many different aspects to get an idea of what you need to work on, and what you know. An example of a good program to test yourself with would be an atm machine program. it would cover file input/output, reading from a database, arrays, etc, the list goes on.
There is also more to programming than to just writing code. The actual code writing process should be probably no more than 30% of the overall time spent on a project. You are guaranteed to fail (or at the very minimum end up with an extreme patch job with many bugs) if you don’t plan properly.
An example routine of a project:
-> create and develop thouroughly your overall ideas and goals of the project
-> determine if the project is feasible
-> plan out the entire lifecycle of the project
-> create necessary system documentation for the overall design of the system
-> code the solution
-> test the solution
-> repeat any of the steps above in the proper order if testing fails over and over until it passes
-> release the solution
-> continued support is key
A few tips:
Good luck!
Better yet, use a proper revision control system (such as subversion)
Being able to diff or revert to any version gives you a lot more freedom to try things, and at the same time lets you keep your code clean of excess #ifdefs or commented out stuff.
a good “cms” for all ur changs in teh different files is kinda important, too, aswll as a list of bugs in every different version of the code (subversion’s using code revisions - im just using the date as the version number, as im the only coder of my mod).
This is a not that professional example of what i did:
Changelist and sourcce download: http://superdreadnought.dyndns.org/nonamemod/SUPERDREADNOUGHT.html
Buglist: http://superdreadnought.dyndns.org/nonamemod/Bugs.html
ToDo list: http://superdreadnought.dyndns.org/nonamemod/ToDo.html