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Pendragon
04-01-2004, 09:54 PM
I've been studying Java and C++ with college students attending the local college (as my school doesn't offer coding courses) for roughly two years now. I have a fairly good understanding of them, as far as I can tell. However, I'm at a loss as to what to do next. How does one go about coding for a mod--what tools do I need, and how do I employ them? Further, do I need an understanding of DirectX or similarly advanced coding stuff to do stuff? All of the work I've done has been fairly simple stuff, often using some presupplied material (I worked my way through the introductory college courses). Any thoughts?

MadMechwarrior
05-01-2004, 12:55 AM
First thing I would do is try coding something from scratch without copying any code from someone else. Make something real simple but without basing it off anything just to get your logic sense going. Tetris would be a good example, you could do that in GDI or something. After that I would go pick up a DX or OpenGL book, you probably wont be messing with DirectX much when modding HL2 but its important you understand the 3D theory and how vectors and matrices work. After that you can try making a simple game in 3d (no easy task, im still stuck here). If you can take a look at some of the HL1 code and mess around with some of the values. Most of the stuff is in modding is extremly high level, but you have to get your sense of logic going and you have to understand the code and be able to make modifications. After that you can start adding things to the weapons and stuff, like making the MP5 shoot snarks or something similar. As you get better and better at it you'll start making bigger mods until you eventually make an entirely new weapon, by that point I'd say your reasonably experienced and could start work on a public mod.

Pendragon
05-01-2004, 01:09 AM
Thanks for the guidance. I have tried working on original stuff, although I've lost my access to a good C++ code environment (know of any?). As to the 3D theory, is that going to involve complex math? I know vectors and matrices, but 3D theory sounds ominous. How exactly do I go about "taking a look at some of the HL1 code"?

Most of the stuff is in modding is extremly high level,
That's how I understood it. I had the luck to watch another coder in person at work, and as far as I could tell, all the stuff he was doing was changing values and stuff, stuff that I could have done. However, I still don't know how to get into the HL1 code and start mucking around, or I would've just gone straight to that (being the impatient guy I am). I guess you could sum up my questions as "What package should I use and how should I use it to get to the raw HL1 code?"

OCybrManO
05-01-2004, 03:49 PM
Once you know enough C++ I would just say to look through the SDK until you start to understand how the code fits together. Then, test your knowledge by trying to make a very simple modification and see what happens. Start small and gradually increase the complexity of the changes at a pace that is comfortable. Only change a couple of things at a time so you don't have to troubleshoot hundreds/thousands of lines of code. The hardest part is understanding someone else's work... but once you get past that it will start to speed up.

Pendragon
05-01-2004, 11:17 PM
Thanks for all your advice guys, but why second-post question stands. I'm assuming the HL2 SDK will come with a coding package, but what package should I use for independent work? When I was first learning this stuff, I was using CodeWarrior or Borland C++, but I don't know what environment I should purchase for my own use (those were at the college).

Anable
06-01-2004, 03:29 AM
Most video games are made with Visual C++ since most games are designed for a Windows enviroment.

http://www.planethalflife.com/fixxxer/ has some good tutorials on how to start on a HL1 mod which you might want to do to get more familiar with the way things work.

Also, I won't mess with learning any DX coding unless you're looking to do graphical effects for the mod. If you wanted to do things like changing out models, revamping the health system, or making guns more powerful you will never even touch any DX code. Now if you wanted to right some Shaders, that's a whole other story. This (http://www.amazon.com/exec/obidos/tg/detail/-/1556229135/qid=1073355755//ref=sr_8_xs_ap_i0_xgl14/102-9629928-9999318?v=glance&s=books&n=507846) is supposed to be the best book on learning DX but I've never read it so I can't vouche for it myself.

Pendragon
06-01-2004, 03:37 AM
That pretty much answers my questions, thanks guys.

synth
06-01-2004, 03:43 AM
Stuff in this thread is useful - http://www.halflife2.net/forums/showthread.php?t=15908

That's...
http://articles.thewavelength.net/
...what...
http://collective.valve-erc.com/index.php
..tutorial...
http://hlci.thewavelength.net/
...websites...
http://hlpp.thewavelength.net/
...are...
http://articles.thewavelength.net/section/7/
...for.
Browse around on those websites for Half-Life coding tutorials, or use www.google.com to search for "Half-Life coding tutorial".