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!
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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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.
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