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Old 04-18-1999, 07:18 PM   #1
RiEvEr
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Default Mod compiling - do we need a tutorial?

I've had a couple of emails from new coders who can't compile the SiN source, or don't know where to put it. Do we need a basic "getting started mod coding" tutorial for SiN??
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Old 04-18-1999, 07:34 PM   #2
Dow
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Default Re: Mod compiling - do we need a tutorial?

I know how to do all that, but for the peeps who are having trouble, I don't see why that wouldn't be an excellent idea...

Getting some new people into programming and moding would blow up the SiN community...

If you had extra time RiEvEr, I think u should...just yell if you need any help...

ICQ# 4987398

~Shadow[NWA]
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Old 04-18-1999, 08:33 PM   #3
BlindTypist
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Default Re: Mod compiling - do we need a tutorial?

Sounds good to me.
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Old 04-19-1999, 01:28 AM   #4
Hexagon
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Default Re: Mod compiling - do we need a tutorial?

Sounds good RiEvEr =)

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Old 04-19-1999, 02:27 AM   #5
Outsider
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Default Re: Mod compiling - do we need a tutorial?

Yes we need a tutorial
i have already my first problem here..
when is use the following command:
if (joined = true){ gi.bprintf= "joined = on"}
else { gi.bprintf= "joined = off"}

i also added some lines to the header file
qboolean and a other

i can't see it now and don't no if i typed it all right because i am not at home now

any help is welcome
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Old 04-19-1999, 08:19 AM   #6
Outsider
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Default Re: Mod compiling - do we need a tutorial?

Never mind, already got it
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Old 04-20-1999, 01:47 AM   #7
Chronos
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Default Re: Mod compiling - do we need a tutorial?

Gimme gimme tutorial

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[Sinnerz from Hell] rule!
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Old 04-20-1999, 12:23 PM   #8
RiEvEr
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Default Re: Mod compiling - do we need a tutorial?

Ok -I'll type up something better than this, but here's what I sent out yesterday to someone in a mail.

To use the SiN source code you need:

A good C compiler (preferably MSVisualC++ version 5 or 6 since that is what
Ritual and I use)
The 1.03 source code archive
A full install of SiN (not absolutely necessary to be full install, but it
really speeds up testing!)

Unpack the 1.03 source into your SiN directory - it will create a subfolder
called "code" if you do it right.

Start up VC5 and find your way to the project file in the code folder
(game.dsp) and open it.

Select "build gamex86.dll" from the compiler menu. You can alter the project
settings to make it put the file in the right place, or just open the
sub-subfolder "debug" or "release" according to which you built and then
copy the DLL file to wherever you want it. Try to avoid replacing your
original DLL in the "base" directory. make a new folder inside SiN and call
it something like "MyMod" then start SiN with the command:
DRIVE:\\FOLDER\SiN\sin.exe -game mymod

and that's about it.
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