Coding Assignments
#1
Posted 07 May 2009 - 10:23 PM
For more information on how this works check out the Assignment Information thread.
http://forums.revora...showtopic=70894
Break dancing into the hearts of millions
#2
Posted 13 May 2009 - 03:43 AM
I used my MVA files to set all this up and removed most of the MVA code some may still be in there though.
I have put in some dummy files to show the layout we will use for files.
The factions are called Men and Elves in some places so that we can use CaH later on.
Anyone can code but all code will go through me before being compiled into the mod itself.
This role may be taken over by someone else later on.
This is to ensure that all code is working and set out properly.
Attached Files
Edited by Radspakr, 13 May 2009 - 03:59 AM.
Break dancing into the hearts of millions
#4
Posted 13 May 2009 - 06:34 PM
You need to extract it using Finalbig.
#6
Posted 14 May 2009 - 09:01 PM
#7
Posted 15 May 2009 - 01:48 AM
I have set up the factions to the point to will show up in the Skirmish Lobby.
Break dancing into the hearts of millions
#8
Posted 04 July 2009 - 12:12 AM
We need some of the buildings coded.
Buildings like the Greek Barracks,Archery Range etc.
The empty files have been set up in History.big
Code the buildings in an ini file and attach them to a post in this topic.
Break dancing into the hearts of millions
#9
Posted 04 July 2009 - 12:38 AM
#10
Posted 04 July 2009 - 02:38 AM
I'm trying to get the project rolling.
Break dancing into the hearts of millions
#11
Posted 04 July 2009 - 06:16 AM
So how will we handle macros? Wanna just type in macros into the new file and then someone in charge (such as yourself) can add them to the gamedata file with some starting values, which can be balanced later. Or we could specify in a comment what they should start as in the gamedata file and then you can remove the comment when you hit it.
It'd be good to use a prefix for all the macros then, so they can be located in the file easily... If we have mostly new macros anyway, this shouldn't really be a problem.
Edited by Gfire, 04 July 2009 - 06:21 AM.
#12
Posted 06 July 2009 - 04:37 PM
Buildings are very easy to code, I'll get them done as soon as I have the models.
Also, I prefer setting values in the respective inis rather than using a gamedata to balance later. This way I know where to find everything easier. This is just my point of view though.
Edited by Crusard, 06 July 2009 - 04:39 PM.
#13
Posted 06 July 2009 - 07:44 PM
But the buildings can be coded in except for the art, for now... It's not a lot of work (mostly macro placements and whatnot,) but it means we don't have to do it later.
Edit: My own mod is a bit on hold at the moment, because of some errors and whatnot, so it's the perfect chance to do some work here...
Not sure what I was thinking up there... it'd probably be best for this mod just to forget macros altogether.
Guess for now I'll do the Greek barracks.
Edit2: Oh, hey, there should probably be some porters set up.
Edited by Gfire, 07 July 2009 - 05:33 AM.
#15
Posted 07 July 2009 - 06:02 PM
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