Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » A complete newbies guide to writing their first TT plug-in  () 1 Vote
A complete newbies guide to writing their first TT plug-in [message #484548] Sat, 23 November 2013 09:34 Go to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Attached to this post is a document made specifically for a total newbie to make their first TT Server plug-in.
The plug-in itself allows you to simulate damage value modification from players, where that damage is calculated on the client (i.e not building damage).

This was written in response to a direct request made on the forums for help with an associated issue, but it has been made very generic to act as a reference for anyone who wants to try their hand first time at making a plug-in.

I hope it's useful.

/*
Uploaded version 2 as a PDF file, fixed some typo's and respected the comment around the exress edition.
*/



[Updated on: Sun, 24 November 2013 01:30]

Report message to a moderator

Re: A complete newbies guide to writing their first TT plug-in [message #484553 is a reply to message #484548] Sat, 23 November 2013 12:20 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
holy shit
you typed all that up?


liquidv2
Re: A complete newbies guide to writing their first TT plug-in [message #484554 is a reply to message #484548] Sat, 23 November 2013 12:23 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
Messages: 1711
Registered: December 2007
Location: Amsterdam
Karma: 0
General (1 Star)
lolwut 22 pages Surprised

Looks good though. Nice job Thumbs Up


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: A complete newbies guide to writing their first TT plug-in [message #484555 is a reply to message #484548] Sat, 23 November 2013 12:28 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
Messages: 2532
Registered: January 2007
Location: US of A
Karma: 0
General (2 Stars)

Wow, you did type all that up. I would definitely sticky this thread.

-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: A complete newbies guide to writing their first TT plug-in [message #484558 is a reply to message #484555] Sat, 23 November 2013 14:33 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
liquidv2 wrote on Sat, 23 November 2013 14:20

holy shit
you typed all that up?



Hah, There's a lot of pictures! Razz
I just wanted to write something that could be followed by someone who had no previous experience, and have them complete a finished product at the end, while learning a bit along the way.

Omar007 wrote on Sat, 23 November 2013 14:23

lolwut 22 pages Surprised

Looks good though. Nice job Thumbs Up


Cheers, but I doubt there's anything in there that you didn't know already Razz



Ethenal wrote on Sat, 23 November 2013 14:28

Wow, you did type all that up. I would definitely sticky this thread.


Yeah, I kind of run away with it a bit. I might make a few follow up tutorials to go a bit further in some areas.



Re: A complete newbies guide to writing their first TT plug-in [message #484561 is a reply to message #484548] Sat, 23 November 2013 15:28 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma: 1
General (3 Stars)
holy shit he did type that up awesome.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: A complete newbies guide to writing their first TT plug-in [message #484562 is a reply to message #484558] Sat, 23 November 2013 15:57 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
Messages: 1711
Registered: December 2007
Location: Amsterdam
Karma: 0
General (1 Star)
reborn wrote on Sat, 23 November 2013 22:33

Omar007 wrote on Sat, 23 November 2013 14:23

lolwut 22 pages Surprised

Looks good though. Nice job Thumbs Up


Cheers, but I doubt there's anything in there that you didn't know already Razz

True Satisfied
But it's still a nice job and I'm certain it can help others.


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: A complete newbies guide to writing their first TT plug-in [message #484563 is a reply to message #484548] Sat, 23 November 2013 16:33 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4308
Registered: April 2011
Karma: 0
General (4 Stars)
I suggest uploading it as PDF file. Microsoft Word has a feature for saving as PDF.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: A complete newbies guide to writing their first TT plug-in [message #484565 is a reply to message #484548] Sat, 23 November 2013 17:33 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

FYI, the Express edition should work for compiling scripts, if it doesn't that's a bug we want to fix Smile


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: A complete newbies guide to writing their first TT plug-in [message #484567 is a reply to message #484565] Sun, 24 November 2013 01:33 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Gen_Blacky wrote on Sat, 23 November 2013 17:28

holy shit he did type that up awesome.


Hah! Thanks Smile

Omar007 wrote on Sat, 23 November 2013 17:57

reborn wrote on Sat, 23 November 2013 22:33

Omar007 wrote on Sat, 23 November 2013 14:23

lolwut 22 pages Surprised

Looks good though. Nice job Thumbs Up


Cheers, but I doubt there's anything in there that you didn't know already Razz

True Satisfied
But it's still a nice job and I'm certain it can help others.


Yeah, I hope so too. Smile

iRANian wrote on Sat, 23 November 2013 18:33

I suggest uploading it as PDF file. Microsoft Word has a feature for saving as PDF.


Thank you, done.

jonwil wrote on Sat, 23 November 2013 19:33

FYI, the Express edition should work for compiling scripts, if it doesn't that's a bug we want to fix Smile



Thank you, I've uploaded a new version that appreciates that clarification.



[Updated on: Sun, 24 November 2013 01:37]

Report message to a moderator

Re: A complete newbies guide to writing their first TT plug-in [message #485472 is a reply to message #484548] Wed, 29 January 2014 16:31 Go to previous messageGo to next message
Stallion is currently offline  Stallion
Messages: 222
Registered: April 2006
Karma: 0
Recruit
I made my first script with this, but now how do I turn it into a scripts.dll or what do I need to do in order to be able to use it?

All I have is scripts.exp and scripts.lib, but no scripts.dll Sad

(Btw, I skipped using it to make a plugin and made my own reverse engineered Stallion.h and Stallion.cpp files for a standard script)


Level edit is my play ground

[Updated on: Wed, 29 January 2014 16:40]

Report message to a moderator

Re: A complete newbies guide to writing their first TT plug-in [message #485492 is a reply to message #484548] Thu, 30 January 2014 14:56 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
This is a tutorial for writing a simple server-side plug-in.
You can nolonger write your own scripts.dll as far as I'm aware, as TT is closed source.



Re: A complete newbies guide to writing their first TT plug-in [message #485508 is a reply to message #484548] Fri, 31 January 2014 01:52 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
I believe you should still be able to compile scripts.dll itself from the code that is public, you just can't compile any of the TT libraries such as tt.dll etc.

http://steamsignature.com/card/1/76561197975867233.png
Re: A complete newbies guide to writing their first TT plug-in [message #485520 is a reply to message #484548] Fri, 31 January 2014 07:39 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
Messages: 2532
Registered: January 2007
Location: US of A
Karma: 0
General (2 Stars)

danpaul is right, you're still free to modify and compile scripts.dll

-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: A complete newbies guide to writing their first TT plug-in [message #485524 is a reply to message #484548] Fri, 31 January 2014 12:46 Go to previous messageGo to next message
Stallion is currently offline  Stallion
Messages: 222
Registered: April 2006
Karma: 0
Recruit
The problem is that when I "build" the solution that I don't get the scripts.dll file in there.

Does anyone know why this might happen and what I could do to fix this with the 2010 express edition?


Level edit is my play ground
Re: A complete newbies guide to writing their first TT plug-in [message #485527 is a reply to message #484548] Fri, 31 January 2014 14:06 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
If DP is right, and I assume he would be, then simply change the build configuration from Release SSGM to Release.

However, you shouldn't follow the other steps in the tutorial either. You would be editing the files that build for a the SSGM release, not the client part.

You could probably do with a completely different tutorial.



Re: A complete newbies guide to writing their first TT plug-in [message #485530 is a reply to message #484548] Fri, 31 January 2014 14:35 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
Messages: 2532
Registered: January 2007
Location: US of A
Karma: 0
General (2 Stars)

Yeah I would definitely try the "Release SSGM" thing.

-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: A complete newbies guide to writing their first TT plug-in [message #485542 is a reply to message #485527] Fri, 31 January 2014 21:05 Go to previous messageGo to next message
Stallion is currently offline  Stallion
Messages: 222
Registered: April 2006
Karma: 0
Recruit
reborn wrote on Fri, 31 January 2014 16:06

If DP is right, and I assume he would be, then simply change the build configuration from Release SSGM to Release.

However, you shouldn't follow the other steps in the tutorial either. You would be editing the files that build for a the SSGM release, not the client part.

You could probably do with a completely different tutorial.


I've tried building in release and release ssgm. I made my own .h and .cpp files in the scripts section so there shouldn't be any problems with that either.

I can only think that maybe there is some configuration issue that is off at this point, but I'm really not sure.

I wish there was a tutorial on how do deal with this Sad


Level edit is my play ground
Re: A complete newbies guide to writing their first TT plug-in [message #485552 is a reply to message #484548] Sat, 01 February 2014 07:34 Go to previous message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
It depends what solution you're using... if it's just a solution for a single SSGM plugin then all it's going to build is that plugin. If it's a modified version of the generic scripts solution, don't forget that the .dll file goes into a different folder than the .lib file (from what I recall).

Stallion wrote on Sat, 01 February 2014 04:05


I wish there was a tutorial on how do deal with this Sad


It's generally assumed that people writing their own plugins have at least a basic understanding of how Visual Studio works and can understand how the project configuration files work and how to tell where things get built to.

There's nothing "special" about the script solution, so the same rules that apply to any other VC++ project apply to this one.


http://steamsignature.com/card/1/76561197975867233.png

[Updated on: Sat, 01 February 2014 07:37]

Report message to a moderator

Previous Topic: custom scripts in new maps
Next Topic: list of game commands?
Goto Forum:
  


Current Time: Thu Dec 26 04:31:26 MST 2024

Total time taken to generate the page: 0.01121 seconds