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Mods building framework


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DejaVu
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Mods building framework - Postby DejaVu » 07 Oct 2013, 23:31


Would you like to build mods for DX using Visual Studio? Would you like to base your mod on top of DXMTL152b, or miniMTL?

Here is solution:

Code: Select all
Get the tools you will need:
- download TortoiseSVN (http://tortoisesvn.net/downloads.html) and install it
- get Visual Studio 2010 (non-express version is recommended, so next step
  is easier) and install it
- get PixelMine nFringe (http://pixelminegames.com/nfringe/releases/) and install it
  (if you use Express edition of VS, you will have to do some more metabolic end product here, google it!)
- after all installation done, reboot might be needed - do it!


Now DX related stuff:
- export all classes in UnrealED
- right click on your DeusEx folder
- choose: SVN Checkout
- write URL of repository: https://89.212.242.33/svn/dxsrc/
- make sure Checkout directory is ...\DeusEx and not ...\DeusEx\dxsrc !
- click OK
- you will be asked to accept certificate (click Accept certificate permanently)
- then you will be asked for username and password, enter username: anonymous
  (leave password blank)
- there will be warning that target folder is not empty, click YES anyway
- then files will be downloaded, close the dialog when download is complete


Starting up and building for first time:
- in your DeusEx folder, there will be file: DXSrc.sln (open it)
- Visual Studio will be launched and you can access and modify all script files there
- link to DeusEx.ini is added in project too, so you can easy access and modify it
- open DeusEx.ini and go to section [Editor.EditorEngine]; add following lines at the end:

EditPackages=DXMTL152b1
EditPackages=CTFItems100
EditPackages=miniMTL231
EditPackages=ExampleMod

- hit save button (or Ctrl+S)
- Build: hit F7 button
- in output window, you will see progress of build and notification once it is complete
- it should build without any errors, if you see an error, simply double click on the line
  and it will redirect you to the code line where the issue is
- debugging will not work, because unreal1 engine has no debugger support
- there might be some issues when doing various code searchs (popular one is "go to
  definition") - nFringe officially does not support unreal1 syntax, but most of things
  work pretty good
- there is ExampleMod included, which extends out of miniMTL231, you can continue there
  to make your test mod


Adding your own mod package:
- close Visual Studio
- create new folder (with name of your, eg: YourModName) and inside the folder, folder
  named Classes
- put at least one .uc file inside Classes folder
- open Visual Studio with DXSrc solution again
- modify DeusEx.ini to add your package there
- you will have to modify prebuild.bat file, which is located in root DeusEx folder
- before exit line, add your line: erase %1System\YourModName.u
- save it
- now you are ready to build your own mod package!


~][FGS][Nobody~
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Re: Mods building framework - Postby ~][FGS][Nobody~ » 08 Oct 2013, 07:34


Obviously, your checkout overrides (or conflicts) with DeusEx\System files.
What kind of MTL file are you providing that enables a programmer to use it for coding and playing at the same time? :?


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DejaVu
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Re: Mods building framework - Postby DejaVu » 08 Oct 2013, 18:08


Yea, there are some .u files that you will need, so I provided them just in case. They are original MTL and one .u for miniMTL build (that contains CTF flag).

The method can be guessed by checking prebuild.bat and postbuild.bat files. Before compilation, original DXMTL is renamed, so the MTL gets compiled, but it is not original. After compilation, this new compiled DXMTL is deleted and previous saved one renamed back to original.

I have been using it that way for the whole miniMTL development progress.

I am also thinking about whether to put CBP mod on and allow public commits (or give access to everyone who would be willing to participate) - so we could make some sort of public mod, where multiple coders participate and everyone contributes a bit.


ricci
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Re: Mods building framework - Postby ricci » 13 Jan 2014, 22:19


Unable to connect to repository. Is the link broken?


Poor
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Re: Mods building framework - Postby Poor » 13 Jan 2014, 22:21


Yeah, I was trying to connect to it yesterday.


DejaVu
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Re: Mods building framework - Postby DejaVu » 13 Jan 2014, 23:25


Sorry, I shut it down few months ago, because no one was interested...

It is back up now. Make the download because I am shutting it down again in few days, lack of resources...


Poor
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Re: Mods building framework - Postby Poor » 14 Jan 2014, 00:36


This is 231. Can we have the source for 233 please? Are you still working on miniMTL? I have some exploits that I would like to see patched.


ricci
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Re: Mods building framework - Postby ricci » 14 Jan 2014, 08:21


yeah please attach latest version along with everything else you built before you go mia!


DejaVu
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Re: Mods building framework - Postby DejaVu » 14 Jan 2014, 19:38


Not many changes were made, but I have added latest MM233.


ricci
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Re: Mods building framework - Postby ricci » 16 Jan 2014, 21:18


ok successfully got them thanks


~[L.O.X]~
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Re: Mods building framework - Postby ~[L.O.X]~ » 24 Jan 2014, 04:55


Wanted to know if you was going to release Species Mod anytime soon? Was also wondering why you stop hosting the mod.


DejaVu
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Re: Mods building framework - Postby DejaVu » 24 Jan 2014, 13:33


Don't have resources for it anymore.




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