Commodus Posted June 3, 2002 Share Posted June 3, 2002 Am I right in thinking that you don't really need Visual C++ or a compiler of any kind to make mods for JO? Because you can already open the .c and .h files with notepad (it doesn't display as gibberish) and you can change them into QVMs simply with the BAT files. Did I get this right or have I missed something out? Link to comment Share on other sites More sharing options...
ALIEN_JL Posted June 3, 2002 Share Posted June 3, 2002 I haven't tested if those files works but i have succeed to build new QVM files and some unknown MAP files (those which are in that base/vm folder) without Visual C++ So if those works then i yes... i quess Link to comment Share on other sites More sharing options...
normal Posted June 3, 2002 Share Posted June 3, 2002 Originally posted by Commodus Am I right in thinking that you don't really need Visual C++ or a compiler of any kind to make mods for JO? Because you can already open the .c and .h files with notepad (it doesn't display as gibberish) and you can change them into QVMs simply with the BAT files. Did I get this right or have I missed something out? Yes, that is correct. You don't need MSVC for this. (Read my "*README* Resources & Help" thread) Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted June 5, 2002 Share Posted June 5, 2002 Actually - it should be said that a big advantage in using a proper development program (such as MSVC++) is that you get all the debugging tools. You can place breakpoints, step through the code, examine variable values directly etc. VERY helpful... Link to comment Share on other sites More sharing options...
Commodus Posted June 6, 2002 Author Share Posted June 6, 2002 So it checks your code for syntax mistakes? Link to comment Share on other sites More sharing options...
Tchouky Posted June 6, 2002 Share Posted June 6, 2002 when you compiles it tells you at which lines are the errors... that may help ! Link to comment Share on other sites More sharing options...
UGG Posted June 6, 2002 Share Posted June 6, 2002 Yes, unless your a genius coder who never makes mistakes, it's only practical to use the batch files for very small mods. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted June 6, 2002 Share Posted June 6, 2002 Well - it's not only for checking for mistakes in the code. The development tools also help you analyze existing code. For example - if I want to find out when a particular part of the code get's run, you can just put a breakpoint in and when that part of the code is run, the game is halted at that exact point and that code line is highlighted. Then, if you want, you can step through the code line by line - see what execution paths are being followed and examine all the variables involved, see how their changing as the code runs etc etc. The useful-ness of this should not be under-estimated, especially when trying to decipher mysterious code!! Link to comment Share on other sites More sharing options...
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