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BEGINNING WITH THE SOURCES: INSTALLING THE SOURCES In this tutorial, I'll explain how to install and manage different programs to make AvP GE mods. No need to have experience in this domain: all will be detailled to ensure you that you can begin your C/C++ coding parties. Let's start: 1) Tools needeed To make mods for AvP GE, you'll need several tools. Their purpose is to let you create your proper AvP application. For that, you'll need:
For Microsoft Visual C++ and MSDN: I have no idea where to find these, since the release of .NET. Anyway, this is NOT free, but I think that it's the best choice for AvP mods. Remark: you can try to compile with DevCpp, a free software that you can download from the net, but I don't know if it'll work. The only thing I know is that you need to add modules to make DirectX work with it... Maybe this will constitute a whole tutorial in the future... Concerning DirectX SDK: you can find the lattest version on Microsoft's site. Personnaly, I use the 8.1 version. Finally, you'll need to download the AvP Source Code, that you can find here or you can get the complete tools on AvPNews (if you just take the source code, you won't be able to make new levels, etc...). Note: there are 3 versions of the AvP Source Code as I experienced it. The first one is packed in the file "avp source version 116.zip", the second in "AvP Source Version 116c.zip" and the last one in "avp_gold_source_116_1.zip". All these packages are contained in the "avptools.zip" one. What I know is that the 2 first packages doesn't contain the libraries & functions definitions for playing videos (and are exactly the same things), whereas the third does. In 2 words: take the last one if you want to add videos in your mod. 3) Installing the tools Now, you can begin to install Visual C++. You can put it anywhere on your pc, no matter if you've got several hard disks or partitions. I just recommend you to keep the original folder name in the installation, because of MSDN and other possible tools... For the basic install, just take the default folder "C:\Program Files\Microsoft Visual Studio". There's nothing unusual in the installation process. It's the same thing with MSDN, which should place the files in the default folder "C:\Program Files\Microsoft Visual Studio\MSDN98" (for instance). For the DirectX installation, you can decide to install it anywhere, as Visual C++. When you'll install it, you'll be prompted to enter the type of installation: usually, there are 2 versions of the SDK, the first is the basic one that's used in common game releases, with minimum options in it to ensure maximum performance. The second type of install is the debug one, which can provide you deeper debuging informations on your applications, but will lower their performance. I recommend to install the second type for now and when you'll have a complete application, you can compile it with the first. Anyway, it depends on your hard disk's space... When you'll install the SDK, you'll be prompted for the inclusion of DirectX libraries in Visual Studio: follow this choice to make it easier. For the AvP Source Code, you can unzip it anywhere on your hard disk: this is where you'll manage your project and compile your applications for AvP. One important thing to do is to unset the "read only" attribute of all the files under Windows, because you won't be able to modify the sources. Concerning the other tools of AvP GE, I recommend you to read the "install_readme.txt" file contained in the archive and to follow the instructions closely. The main key for the AvP Tools installation is: respect directories. For more explanations, you've got the "AvP Bible" in it... 4) Preparing Visual Studio for AvP projects In order to make AvP Sources working with Visual Studio, you'll need to modify these:
Executable for debug session: your complete path to your future .exe file Working directory: your path to the game |
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