When starting a mod...

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When starting a mod...

Postby JgcxCub on Wed Mar 16, 2011 11:15 pm

For your information, I'm not too new to C++, but I am new to source programming.
Say I've made a mod, and a new weapon (using a copy of the crowbar source code). How would I go about testing this?

Should I just get a map and put it in the map folder? Does it need to be compiled, or otherwise?

Thanks for your time.
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Re: When starting a mod...

Postby Gary on Wed Mar 16, 2011 11:50 pm

Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: When starting a mod...

Postby JgcxCub on Mon Mar 28, 2011 9:29 pm

Under this, it says "[...]ready to build the solution. Choose Build->Build Solution to begin."
Where do I find this?
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Re: When starting a mod...

Postby zombie@computer on Mon Mar 28, 2011 9:48 pm

umm, you are not too new to c++ but have never built a solution ???

build is in the top menu. build solution is one of the items in that menu. You can also rightclick ->build the solution in the project explorer.
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