Decoda Step By Step Tutorial

DigitalPicturesDigitalPictures Join Date: 2009-12-27 Member: 69791Members
Is there an NS2 specific decoda tutorial? I understand the concept of debugging NS2 to create a mod, but do i have to copy the original files into a new folder in order to create a mod, or will it do this for me? Are there any step by step guides to get ns2 running in decoda to be able to start a mod? I've used the search feature by the way and have basically all I have found are people having problems with running it.

Comments

  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    I haven't been able to work this out either- I got as far as starting NS2 using decoda but couldn't work out how to get it to pick up my mod files. It always picked up the files in the "NS2" directory (so I cheated and just copied my lua in there while I needed it)

    Steps so far:
    Use "Create Game" from the launchpad to create a game folder.
    Then use Decoda when your game is selected.
    ???
    Debug your mod (e.g. put a breakpoint on the main menu lua file)
  • DigitalPicturesDigitalPictures Join Date: 2009-12-27 Member: 69791Members
    Still No reply to this? Surely someone has made a mod already that can atleast point us in the right direction. While I know a little about programming, alot about modeling and animating, I know nothing about spark or how to setup a proper mod base in it. The faster I do, the faster I can get coding, mapping, and modeling. Another thing that's been bothering me is the fact that their collada importer/exporter does not work in 3dsmax 2011 64 bit. Anybody out there can help with any of the above. I'd be willing to add documentation for this on my website, so that more could easily get started, but can't do that without a little bit of help.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    The way I went about this is to simply create a copy of the ns2-directory (that is, the ns2-dir inside the naturalselection2-dir) and rename it to what ever you desire. Then run NS2.exe with the "-game moddirectory" parameter. This will cause NS2 to take the ns2-dir as a base, but override it with any content present in your 'moddirectory'.

    If things are still unclear to you, you can try reading <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111086" target="_blank">NS2-G1xLCD</a> or <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111390" target="_blank">NS2-EmbdStats</a>, which contain a ton of information regarding the use of Lua. Both of these mods do what I described above.
  • DigitalPicturesDigitalPictures Join Date: 2009-12-27 Member: 69791Members
    Great, thanks for the help.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    I forgot to mention that you can use Decoda to debug your mod by going to Projects -> Settings and setting the command-line argument as we discussed above.
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