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xashcookbook:en:articles:archived:liblist [2014/06/08 10:07]
crxtrdude
xashcookbook:en:articles:archived:liblist [2014/06/08 13:48] (текущий)
crxtrdude
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 game "​Half-Life 1.5"  game "​Half-Life 1.5" 
 startmap "​c0a0"​  startmap "​c0a0"​ 
-trainingmap ​"​t0a0"​ +trainmap ​"​t0a0"​ 
 mpentity "​info_player_deathmatch"​  mpentity "​info_player_deathmatch"​ 
 gamedll "​dlls\hl.dll"​  gamedll "​dlls\hl.dll"​ 
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 Now go back into the Valve directory, select the liblist.gam file,​ and copy it to your zombspce directory. Now leave that file alone for a minute. We still have some directories to create. Make sure you're in your zombspce directory again. Now create a new sub-directory called dlls. Note that unless you've already compiled your own source code into your own homemade dll file, you will probably just be using the original Half-Life dll.  Now go back into the Valve directory, select the liblist.gam file,​ and copy it to your zombspce directory. Now leave that file alone for a minute. We still have some directories to create. Make sure you're in your zombspce directory again. Now create a new sub-directory called dlls. Note that unless you've already compiled your own source code into your own homemade dll file, you will probably just be using the original Half-Life dll. 
  
-> A Short Explanation about dll files (Skip past this if you already know or want to just move on)  +> A Short Explanation about dll files (Skip past this if you already know or want to just move on) \\ 
- +> A dll file stands for Dynamic Link Library. This file is the file that tells Windows how the game is played. In essence, it decides what the rules and definitions for the game are. Some people like to incorporate their own rules into their MOD. This file controls things like player movements, abilities, weapon controls, monster AI and all sorts of other good stuff. If you've played any MODs like Counter-Strike or Team Fortress, you'll notice that the game play is quite different from the original Half-Life game. This is all manipulated in the client.dll file. The code is originally created using C++ coding syntax and does require some extensive knowledge of programming before being able to do this. After the code is completed the code is then compiled into a dll file for Windows to understand. However, the point of this document isn't really to teach you coding, so I really won't go into that here. However, if you are interested in learning more about coding, you can go to: \\
-> A dll file stands for Dynamic Link Library. This file is the file that tells Windows how the game is played. In essence, it decides what the rules and definitions for the game are. Some people like to incorporate their own rules into their MOD. This file controls things like player movements, abilities, weapon controls, monster AI and all sorts of other good stuff. If you've played any MODs like Counter-Strike or Team Fortress, you'll notice that the game play is quite different from the original Half-Life game. This is all manipulated in the client.dll file. The code is originally created using C++ coding syntax and does require some extensive knowledge of programming before being able to do this. After the code is completed the code is then compiled into a dll file for Windows to understand. However, the point of this document isn't really to teach you coding, so I really won't go into that here. However, if you are interested in learning more about coding, you can go to:  +
 >​http://​www.planethalflife.com/​fixxxer  >​http://​www.planethalflife.com/​fixxxer 
 >​http://​www.planethalflife.com/​botman  >​http://​www.planethalflife.com/​botman 
Строка 90: Строка 88:
 game "​Half-Life 1.5"  game "​Half-Life 1.5" 
 startmap "​c0a0"​  startmap "​c0a0"​ 
-trainingmap ​"​t0a0"​ +trainmap ​"​t0a0"​ 
 mpentity "​info_player_deathmatch"​  mpentity "​info_player_deathmatch"​ 
 gamedll "​dlls\hl.dll"​  gamedll "​dlls\hl.dll"​ 
 gamedll_linux "​dlls/​hl_i386.so"​  gamedll_linux "​dlls/​hl_i386.so"​ 
-<​code>​+</code>
  
 First of all, we don't want the game to be called "​Half-Life 1.5", so highlight that and type in "​Zombies from Space" where the old title was.  First of all, we don't want the game to be called "​Half-Life 1.5", so highlight that and type in "​Zombies from Space" where the old title was. 
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 gamedll "​dlls\hl.dll"​  gamedll "​dlls\hl.dll"​ 
 gamedll_linux "​dlls/​hl_i386.so"​  gamedll_linux "​dlls/​hl_i386.so"​ 
-<​code>​+</code>
  
 We're doing well, but some more improvements need to be made for this all to work. Let's say, for example, that you made a new dll file with your own code, called zombie.dll;​ you would change the code that says gamedll "​dlls\hl.dll"​ into gamedll "​dlls\zombie.dll"​. Fairly simple to follow, right?  We're doing well, but some more improvements need to be made for this all to work. Let's say, for example, that you made a new dll file with your own code, called zombie.dll;​ you would change the code that says gamedll "​dlls\hl.dll"​ into gamedll "​dlls\zombie.dll"​. Fairly simple to follow, right? 
Строка 133: Строка 131:
 gamedir "​zombspce"​  gamedir "​zombspce"​ 
 startmap "xxxx (name of your starting map)"​  startmap "xxxx (name of your starting map)"​ 
-trainingmap ​"​t0a0"​ +trainmap ​"​t0a0"​ 
 mpentity "​info_player_deathmatch"​  mpentity "​info_player_deathmatch"​ 
 gamedll "​dlls\hl.dll"​  gamedll "​dlls\hl.dll"​ 
Строка 139: Строка 137:
 url_info www.vlatitude.com  url_info www.vlatitude.com 
 type "​Single"​  type "​Single"​ 
-<​code>​+</code>
  
 Way to go. You have now made your MOD available in the custom games menu. Go ahead and save the liblist file and run Half-Life. Open the custom game menu and take a look. See anything familiar? You should see this (if you followed each step):  Way to go. You have now made your MOD available in the custom games menu. Go ahead and save the liblist file and run Half-Life. Open the custom game menu and take a look. See anything familiar? You should see this (if you followed each step): 
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 Here is a list of other lines you can add into the liblist.gam file that is given in the Half-Life SDK, in the DOC file called "How to Make a MOD": Here is a list of other lines you can add into the liblist.gam file that is given in the Half-Life SDK, in the DOC file called "How to Make a MOD":
  
-  * game: The name of the mod  +  ​* **game**: The name of the mod  
-  * url_info: The mod's informational web site  +  ​* **url_info**: The mod's informational web site  
-  * url_dl: The ftp site from where the mod can be downloaded  +  ​* **url_dl**: The ftp site from where the mod can be downloaded  
-  * version: The mod's version number  +  ​* **version**: The mod's version number  
-  * size: The size, in bytes, of the mod  +  ​* **size**: The size, in bytes, of the mod  
-  * svonly: "​1"​ if the mod is a server only mod ( no client side content or code ), "​0"​ otherwise  +  ​* **svonly**: "​1"​ if the mod is a server only mod ( no client side content or code ), "​0"​ otherwise  
-  * cldll: 1 if the mod requires a matching client.dll  +  ​* **cldll**: 1 if the mod requires a matching client.dll  
-  * type: If this mod is "​multiplayer_only",​ then the single player buttons ( New Game/Hazard Course/Load game etc.) are disabled in the Half-Life launcher  +  ​* **type**: If this mod is "​multiplayer_only",​ then the single player buttons ( New Game/Hazard Course/Load game etc.) are disabled in the Half-Life launcher  
-  * hlversion: The version of Half-Life for which the mod was generated. Revisions to Half-Life will require updates by mod authors.  +  ​* **hlversion**: The version of Half-Life for which the mod was generated. Revisions to Half-Life will require updates by mod authors.  
-  * nomodels: Set to "​1"​ if model bitmaps should not be shown in the Multiplayer | Customize menu of the Half-Life launcher  +  ​* **nomodels**: Set to "​1"​ if model bitmaps should not be shown in the Multiplayer | Customize menu of the Half-Life launcher  
-  * mpentity: When a user chooses to create a listen server from the interface, each BSP file in the maps\ folder for the mod is searched. The entity data for the BSP is scanned for the presence of the string identified by mpentity. For instance, in Half-Life, the string is "​info_player_deathmatch"​ ( which is also the default if no string is specified )  +  ​* **mpentity**: When a user chooses to create a listen server from the interface, each BSP file in the maps\ folder for the mod is searched. The entity data for the BSP is scanned for the presence of the string identified by mpentity. For instance, in Half-Life, the string is "​info_player_deathmatch"​ ( which is also the default if no string is specified )  
-  * gamedll: The game DLL to load for running a server for this mod.  +  ​* **gamedll**: The game DLL to load for running a server for this mod.  
-  * startmap: When a user chooses "New Game" for a single player mod, this is the map that is loaded.  +  ​* **startmap**: When a user chooses "New Game" for a single player mod, this is the map that is loaded.  
-  * trainingmap: When a user chooses "​Hazard Course"​ for a single player mod,​ this is the map that is loaded.  +  * **trainmap**: When a user chooses "​Hazard Course"​ for a single player mod,​ this is the map that is loaded.  
-  ​* ​+
 Here are some example liblist.gam settings for other MODs that you can use as templates:​  Here are some example liblist.gam settings for other MODs that you can use as templates:​ 
  
xashcookbook/en/articles/archived/liblist.1402222028.txt.gz · Последние изменения: 2014/06/08 10:07 — crxtrdude