New official modding tutorial
MurphyIdiot
NS2 programmer Join Date: 2008-04-17 Member: 64095Members, Super Administrators, NS2 Developer, Subnautica Developer, Pistachionauts, Future Perfect Developer
in Modding
I have created a modding tutorial aimed at new modders.
http://unknownworlds.com/ns2/time-to-make-the-mods/
Let me know what you think! I plan to make more tutorials in the future assuming these are useful.
http://unknownworlds.com/ns2/time-to-make-the-mods/
Let me know what you think! I plan to make more tutorials in the future assuming these are useful.
Comments
A guide that points out the general flow of code execution during a game and the relationship of classes with each other would be very helpful.
Good examples are the Technical Guide sections of Epic's UDN for their core classes. It merely scratches the surface, but it's a good start to know what's going on.
Gameplay flow during a match
Human and AI characters
Flow of weapon and inventory item code, on client and server
HUD drawing
Camera positions and properties
i cannot stress how useful this is. please make more.
Preferably something that won't take quite as long to write as this one did
1. How does the implementation without Fmod work? Which formats can we use? What's with the reverb and other effect settings...are they set to 100% or to 0% for sounds outside of Fmod?
2. What does this mean practically: "Sound effects are now entity based and inherit the relevancy of their triggering entity"?
3. What else is new in terms of sound?
It would be good if you talked about when to use game_setup.xml as an entry point and when to use the "Simple Mod Framework", the strengths and weaknesses and how to make the best use out of them.