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Re: Source Compiling and Item/Room Modding Guides

Posted: Sun Aug 10, 2014 1:25 pm
by Hisamera
here link is in discussion on my channel https://www.youtube.com/user/xX123Doria ... discussion

Re: Source Compiling and Item/Room Modding Guides

Posted: Sun Aug 10, 2014 1:34 pm
by epicgamer123
Thank you it works :D in my arms my rescuer xD

Re: Source Compiling and Item/Room Modding Guides

Posted: Sun Aug 10, 2014 1:40 pm
by Hisamera
As PewDiePie says "no problemo" :laugh: Whoever saw my "Double Posting" i apoligize i will now strictly go by the rules I'm sorry.
Editing Never Been so easy, and all thanks to Regalis for making clear code, and InnocentSam for clear guide.

Re: Source Compiling and Item/Room Modding Guides

Posted: Wed Aug 13, 2014 6:01 pm
by epicgamer123
But I have a question if I want to modify for example source code of the version 0.7.1 I make how?

Re: Source Compiling and Item/Room Modding Guides

Posted: Thu Aug 14, 2014 10:09 am
by Hisamera
You need to load main.bb (for core gameplay changes.) or any other (e.g item.bb if you want to add new item.), then you localize what you want to edit. (e.g in main.bb there is Global BlinkTimer#, EyeIrritation#, EyeStuck#, BlinkEffect# = 1.0, BlinkEffectTimer# if you change the "BlinkEffect# = 1.0" to BlinkEffect# = 0.5 you will blink two times slower.) But behind that you have to have a clear idea of what you want to do, then go to function that you want to modificate e.g Function DrawGUI(), change something and violla your new .exe will now render navigator at the center of view(which i do not recommend because it obscures the view.) AND you have to know just a little about programming, all the "if" "for" "while" functions and take time to uderstand how blitz3d works (But there are some functions like loadimage_strict that have been implemented by Regalis, and commented in the StrictLoads.bb) So basicly you have access to everything that you need to edit the source code which i belive is C++ one of most common programing languages.) Sorry for my enormous number of () but i don't now how to make it more clear to you. But i hope i helped somehow.

EDIT: Of course load to blitz3d and don't forget about f7 click often in that way you will now what you screwd up, and you will have your main.bb (or what file you have modifed) saved so have somewhere stored copy that worked(and if f7 did not give you any errors then save that modified file to the backup folder) I do this and it save my ass quite often.

Re: Source Compiling and Item/Room Modding Guides

Posted: Thu Aug 14, 2014 12:15 pm
by epicgamer123
I am going to make an explanation of why I wants to make that that will seem can be more clear.....
In fact I found this: https://github.com/JesseLudtke/SCP-CB-Multiplayer

And I would be willing to play it that's why I wants to modify it source codes later if he is as in this video: https://www.youtube.com/watch?v=jbqaE-3xkI8 it is not necessary to tell it to me given that he would be hopeless.
Here is it is thus for it that I want to modify it source code.

Re: Source Compiling and Item/Room Modding Guides

Posted: Thu Aug 14, 2014 12:55 pm
by MonocleBios
epicgamer123 wrote:In fact I found this: https://github.com/JesseLudtke/SCP-CB-Multiplayer
Just to clarify, this is my repository for the Multiplayer Mod back when only ShadowZ and I were writing it. It has long since been scrapped for obvious reasons, primarily the fact that it used TCP and didn't send packets to a server application. (I tend to write really messy code when I'm not programming for a release, especially so in B3D.) You're obviously free to do whatever you want with the code, just remember that it is in no way close to a finished product, let alone a functional one.

Re: Source Compiling and Item/Room Modding Guides

Posted: Thu Aug 14, 2014 1:17 pm
by InnocentSam
MonocleBios wrote:
epicgamer123 wrote:In fact I found this: https://github.com/JesseLudtke/SCP-CB-Multiplayer
Just to clarify, this is my repository for the Multiplayer Mod back when only ShadowZ and I were writing it. It has long since been scrapped for obvious reasons, primarily the fact that it used TCP and didn't send packets to a server application. (I tend to write really messy code when I'm not programming for a release, especially so in B3D.) You're obviously free to do whatever you want with the code, just remember that it is in no way close to a finished product, let alone a functional one.
Your last name is difficult to pronounce. I do "ludd-key".

Re: Source Compiling and Item/Room Modding Guides

Posted: Thu Aug 14, 2014 1:41 pm
by MonocleBios
InnocentSam wrote:Your last name is difficult to pronounce. I do "ludd-key".
Yea, that's pretty much how it's pronounced. I've found that most people don't know what to do with the seemingly random 't' between two consonants and try to pronounce it independently.

Re: Source Compiling and Item/Room Modding Guides

Posted: Sat Aug 16, 2014 4:36 pm
by Hisamera
I have a question. how do ovelays works, beacause i read up on internet that blitz3d don't accept alpha channels on images and doing it on entity is quite logical bypassing. But i don't quite understand them. Can someone explain please. Only this is making that my modding progress has stopped. Thanks in advance. :)