Recompiling code: Difference between revisions

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In order to compile the Fortress Blast code, you will need to:
Before continuing, make sure that Fortress Blast is [[Installation|installed and working]] on your test server.
* Download [https://www.doctormckay.com/download/scripting/include/morecolors.inc More Colors] and place the .inc file in your tf\addons\sourcemod\scripting\include directory.
* Download [https://forums.alliedmods.net/attachment.php?attachmentid=146205&d=1435552942 Advanced MOTD] and place the .inc file in your tf\addons\sourcemod\scripting\include directory.
* Find our <code>fortress_blast.sp</code> file, which should be in your tf\addons\sourcemod\scripting directory if you have already installed it, and drag it onto your <code>compile.exe</code> or <code>compile.sh</code> in the same directory.
* The compiler will create a <code>fortress_blast.smx</code> file in your tf\addons\sourcemod\scripting\compiled directory, which you should move into your tf\addons\sourcemod\plugins directory.


To edit the code, you will need to have a knowledge of SourcePawn (similar to C++). Test out your code changes locally and submit a pull request if it compiled and plays well.
The <code>tf/addons/sourcemod/scripting/fortress_blast.sp</code> file contains the uncompiled code that you can freely edit. To edit it, you need to have an understanding of SourcePawn (similar to C++).
 
Note that any changes you make to the uncompiled code will not be reflected in-game. Before you compile any changes to the code, you first need Fortress Blast's dependencies:
 
* Download [https://www.doctormckay.com/download/scripting/include/morecolors.inc More Colors] and place the .inc file into <code>tf\addons\sourcemod\scripting\include</code>.
* Download [https://forums.alliedmods.net/attachment.php?attachmentid=146205&d=1435552942 Advanced MOTD] and place the .inc file into the same directory as above.
 
Once the dependencies are installed, you can compile your changes by dragging the uncompiled code file into <code>compile.exe</code> or <code>compile.sh</code> in the same directory. The compiler will create the file <code>tf/addons/sourcemod/scripting/compiled/fortress_blast.smx</code>. Move this into the <code>tf/addons/sourcemod/plugins</code> directory.
 
If the changed code compiles successfully and runs as expected in-game, you can fork the [https://github.com/Fortress-Blast/Fortress-Blast main repository] and submit a pull request with a detailed description of what your changes do.

Revision as of 20:56, 24 November 2019

Before continuing, make sure that Fortress Blast is installed and working on your test server.

The tf/addons/sourcemod/scripting/fortress_blast.sp file contains the uncompiled code that you can freely edit. To edit it, you need to have an understanding of SourcePawn (similar to C++).

Note that any changes you make to the uncompiled code will not be reflected in-game. Before you compile any changes to the code, you first need Fortress Blast's dependencies:

  • Download More Colors and place the .inc file into tf\addons\sourcemod\scripting\include.
  • Download Advanced MOTD and place the .inc file into the same directory as above.

Once the dependencies are installed, you can compile your changes by dragging the uncompiled code file into compile.exe or compile.sh in the same directory. The compiler will create the file tf/addons/sourcemod/scripting/compiled/fortress_blast.smx. Move this into the tf/addons/sourcemod/plugins directory.

If the changed code compiles successfully and runs as expected in-game, you can fork the main repository and submit a pull request with a detailed description of what your changes do.