Here are my pieces of code that will make easier to start with the clean sdk.
More important than the code itself is in general knowledge of how this Software works, don't be afraid of code..:)
I work with notepadd++ at this time and what is really helpful is the "search in file"-function this programm offers.
With a liiiitle work u can figure out how all the stuff is conected... with the clean sdk you only have a handfull of classes compared to the tla sdk. If U want to know how to script functional Stuff just look in the Original SDK and compare the classes and copy some of the function-calls . Whatever u do... do it step by step... and think about it... its no Rocket-Science.
Before u follow my little hints download the Clean SDK and start the Client Server Duo without manipulating the .fos scripts. Register a Char log on to the Server and check out everything works. U won't see the Cursor don't worry just doo it....;D
So u downloaded the clean sdk and want to load a gloabal map make a few Loacations on it connected to .fomaps ?
LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !LETS DO IT !
- Copy the fallout.dat(from TLA SDK) and put it in int the _client-folder.
In _client\Datafiles.cfg u add it. Now you can see the mousecursor and the TLA GM is loaded, but not visible yet....:).
UR own worldmap has to be in the folder -client\data\core.zip\art\intrface... u have to change the name in the .ini too.
For more Info on the GM:
http://fodev.net/forum/index.php/topic,25502.0.html (http://fodev.net/forum/index.php/topic,25502.0.html)
fallout.dat
data\core.zip
- To unfog the GM you have to go into the main.fos file and add the nested-FOR-loops to the following function
void critter_init( Critter& cr, bool firstTime )
{
DSay( cr, "critter_init "+(firstTime?"(firstTime)":"") );
if(firstTime)
{
if(cr.IsPlayer())
{
//Set FOG_Half for every Sector on the GM
for(uint x=0;x<__GlobalMapWidth ;x++)for(uint y=0;y<__GlobalMapHeight;y++) cr.SetFog( x, y, FOG_HALF );
.
.
.
.
.
}
- To add a location to the GM u have to go into the maps directory and have a look at Locations.cfg
[Area 1]
name = Desert #Location_Name
size = 6 #Size of Dot on GM
map_0 = e_desert1 1 #Map_Name Pid
entrance = 1 # How many entrance Points
visible = 1 # is Visible on GM
and GenerateWorld.cfg
@ 1 375 555 #Desert(ID, X_COORD_ON_GM,Y_COORD_IN_GM)
- Now UR Locations are in the Game, but when u start ur client u wont see them by default. Add this in main.fos
cr.SetKnownLoc( false, LOCATION_Desert );
put it right under the part where the for_loops are. The next char you create can see the location due to if(firstTime)
- The Locations are now marked on the GM...nice... but when the Cursor is over it... the Name does not appear..wtf!!
To change that goto
text\engl\FOGM.MSG
# Map 0, Global, base 10
{20}{}{Desert}#Location Name
# Desert, pid 1, base 101000
{101000}{}{Desert}#Location Title
{101005}{}{A generic piece of desert...}#Location Subtitle
u can also add sounds,music,towninterfaces etc... u see how that is done in the Original SDK FOGM.MSG-File
This is it for now... I am going to write more Stuff about the Char and Perk Sys... but another Day.
Hope this helps in UR Projects... if u have any questions go ahead.