General Category > AI War II - Modding
Modding Tutorial Videos
keith.lamothe:
--- Quote from: Cyborg on July 15, 2017, 01:11:39 pm ---Video request:
Modding workflow.
--- End quote ---
A few weeks later, but here it is:
AI War 2 - Modding Tutorial - Part 1 of 4 : Basic XML Modding (12 minutes)
Making a faster fighter, to show the basic process of an xml-only mod for AI War 2.
Software needed:
1) The game
2) A text editor
AI War 2 - Modding Tutorial - Part 2 of 4 : Basic C# Modding (5 Minutes)
Making maps seed with no warp gates, to show the basic process of a C# external code mod for AI War 2.
Software needed:
1) The game
2) A text editor
3) A C# Compiler ( https://www.visualstudio.com/downloads/ or http://www.monodevelop.com/download/ , for example)
AI War 2 - Modding Tutorial - Part 3 of 4 : Intermediate Modding (47 minutes)
Making ghosts pop out of nowhere to hunt and harass the player, to show how to use XML and C# modding to make a significant addition to the game.
AI War 2 - Modding Tutorial - Part 4 of 4 : Redistributable Mods (20 minutes)
Making a redistributable mod out of the Ghosts faction from part 3.
This is also the process to follow for mods you're doing for yourself and want to keep them around and not have them be stomped on by updates to the game.
BadgerBadger:
I'm really glad you gave that Pathfinder example. I was going to need to reimplement that function for myself since I didn't realize it existed!
I also wish these videos had existed before I did the Nanocaust, but on the plus side I had to figure it all out by trial and error (and a few questions you answered), which makes for great learning.
PS I guessed that the EntityData was null as soon as you hit the error
PPS What exactly was broken about the old build process? The old one put the DLLs in the Debug subdir, then you just had to copy it to the GameData/ModdableLogicDLLs directory (which was documented in the "How to mod" wiki page)
keith.lamothe:
--- Quote from: BadgerBadger on August 01, 2017, 02:06:46 pm ---PS I guessed that the EntityData was null as soon as you hit the error
--- End quote ---
Yea, I figured it could be null, I just didn't see from the error message how that would have caused the problem. I had just forgotten that in-the-wild stack traces cannot necessarily be fully trusted to tell you where the exception was actually thrown.
--- Quote ---PPS What exactly was broken about the old build process? The old one put the DLLs in the Debug subdir, then you just had to copy it to the GameData/ModdableLogicDLLs directory (which was documented in the "How to mod" wiki page)
--- End quote ---
There was that, and the post-build step that called a build script that didn't exist in the steam copy. So nothing awful, but a significant impediment if you didn't know how to correct for the former and know that you ignore the latter (or remove the step).
BadgerBadger:
Oh, there's another gotcha in the build process if you aren't using visual studio. You have to run the compilation from a process whose current working directory is ~/AIWar2/AIWarExternalCode/src due to the file globbing in the csproj. My compile script automagically changes my working directory for me, but it's really not obvious if you don't know what you are looking for.
Cyborg:
Thanks for doing these! Watching them now.
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