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Created Creating a mod with Mapbase (markdown)
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Creating-a-mod-with-Mapbase.md
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Creating-a-mod-with-Mapbase.md
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This article is for explaining how to create a new mod that runs on on Mapbase.
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There are three distribution/usage schemes for using Mapbase:
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* **Installing Mapbase separately**
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* This would require users to install Mapbase separately in order to use your mod. This means you won't have to use and update Mapbase assets within your mod's download package, which reduces file size and responsibility, but it can be inconvenient and confusing for many users.
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* Good for small mods and map packs.
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* **In the same mod download**
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* This would mean users can install Mapbase right as they're installing your own mod. This is the easiest and most balanced way of distributing a mod running on Mapbase, but it will bloat the mod package's file and you may need to update it when Mapbase updates.
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* Great for medium-sized mods with moderate coverage.
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* **Completely built-in**
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* This would involve merging Mapbase's assets directly with your mod, making your mod fully independent. This will bloat the mod's package file (and a user's hard drive if they already have Mapbase installed) and may need to be kept up with Mapbase updates, but it is the safest (and possibly only) option for mods going on Steam and is the least confusing and convenient installation method for users.
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* Perfect for large, high-profile mods with lots of players and coverage.
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(TODO: Rest of article)
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## Mod Templates
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## Coding
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If you are planning on using custom code, you could just clone this repo or download it onto your computer and work as normal. DLLs placed in your mod's `bin` folder will override the stock Mapbase DLLs it draws from. However, you need to have `discord_rpc.dll` in the same folder as `client.dll` at all times. This is a limitation with the way it's implemented and cannot be fixed easily.
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