Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Unknown Target on August 20, 2004, 05:19:22 pm

Title: Editing the latest SCP release...
Post by: Unknown Target on August 20, 2004, 05:19:22 pm
I finally got a coder for my campaign, but I need a link to give him the latest (uncompiled) code. Where can I get it? Or should I just tell him to decompile the 3.6 release?
Title: Editing the latest SCP release...
Post by: Overlord on August 20, 2004, 06:50:53 pm
I think this is useful:
http://www.3dactionplanet.com/hlp/hosted/scp/dev/gettingstarted.shtml
Title: Editing the latest SCP release...
Post by: Lightspeed on August 20, 2004, 09:14:06 pm
Unless your campaign is VERY VERY specific, why not work alongside the SCP team?
Title: Editing the latest SCP release...
Post by: Unknown Target on August 20, 2004, 09:49:40 pm
The guy I got isn't from the Freespace community (never even played the game), but if I get his permission, I will gladly give you the changes. :)
Title: Editing the latest SCP release...
Post by: Lightspeed on August 20, 2004, 09:53:23 pm
Isn't from the FS community? Even more reason to drag him into the SCP. ;)
Title: Editing the latest SCP release...
Post by: karajorma on August 21, 2004, 05:41:48 am
It's a bad idea to make your own version with an independant coder. Without access to the SCP internal he will miss out on lots of inside information and will end up reopening bugs and wasting time fixing things that other coders are doing.

Better idea - recruit a coder from outside the community to work as part of the SCP team with requests from your project as his priority.
Title: Editing the latest SCP release...
Post by: WMCoolmon on August 21, 2004, 02:19:05 pm
Yeah, it's not all that hard to just add a commandline option to enable features for a mod.