can someone explain this to me?

  • Thread starter Thread starter Doctor Strange!
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Doctor Strange!

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I need clarification on adding custom code to my mod. I was wondering how I could use my newly compiled "Released HL2MP" that I created from this tutorial http://forums.filefront.com/showthread.php?t=170166 file that has appeared as Half-life 2 DM in my steam games, and integrate that into my already created mod. For some reason, when i compiled the code, it applied to an older mod profile I made. What tells the source engine which mod to apply my compiled code to? I just don't understand how to get my dll's into a mod in general. When I look at mods like Empires, they have no dll folder or anything like that. Where do they keep their .ccp files? Or they compiled just like my Release HL2mp file? How come they don't seem to have ANY code for their game in their mod file but when you launch the game in steam, steam recognizes it and you can join a server and abide by the games rules?
 
The CPP files are compiled into a DLL - which is placed in the "bin" subdirectory. It stops people stealing their code.

The targets of your compilation are defined by "project" and then "properties" in MSVC++ - look in "custom build step". Alternatively, you can copy-paste it directly into the folder - when it compiles, it, by default, will appear in [your code directory]\src\dlls and [the same directory]\src\cl_dlls - copy and paste the DLLS you find in there to the [your mod directory]\bin

-Angry Lawyer
 
Yeah, as Angry Lawyer said, the .dlls are placed in the subfolder called "bin" in your sourcemod folder.
People can still sort of steal, by copying your .dlls and pasting them in there "bin" folder.
Which gives them the stuff which your mod adds.
 
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