Pre-publication evaluation: Difference between revisions
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=Mods= | {{lang}} | ||
= Mods = | |||
{{note|The following items are numbered to help you keep track of where you are in this process, not as an order for a specific procedure.}} | {{note|The following items are numbered to help you keep track of where you are in this process, not as an order for a specific procedure.}} | ||
==Essentials== | |||
== Essentials == | |||
# Confirm that the mod has been built under Release rather than Debug. | # Confirm that the mod has been built under Release rather than Debug. | ||
# Read [[Steam 3rd Party Mod Support]]. | # Read [[Steam 3rd Party Mod Support]]. | ||
# Read [[Customizing Options: Keyboard]]. | # Read [[Customizing Options: Keyboard]]. | ||
# | # Confirm that a <code>[[maplist.txt]]</code> file to base the shared soundcache is made and that a shared [[soundcache]] manifest is built. | ||
# Delete [[#Excess files|excess files]]. | |||
# | # Confirm that the files required for each map are in their places. | ||
# Implementation for all functionalities desired to be in ''this'' release is completed. | |||
# Do not distribute source folders and their containing files (mapsrc, materialsrc, modelsrc) if your map is closed-source. | |||
=== Multiplayer essentials === | |||
# Create a <code>[[mapcycle.txt]]</code>, referenced by the default value of the [[mapcyclefile]] [[ConVar]]. | |||
# Design a default MOTD, or Message of the Day, for the mod in <code>motd.txt</code>. | # Design a default MOTD, or Message of the Day, for the mod in <code>motd.txt</code>. | ||
=== Excess files === | |||
===Excess | |||
If one of the following files or directories exist, deletion would make the mod's installation tidier. | If one of the following files or directories exist, deletion would make the mod's installation tidier. | ||
# <code>albedo.tga</code> | |||
# <code>demoheader.tmp</code> | # <code>demoheader.tmp</code> | ||
# <code>stats.txt</code> | # <code>stats.txt</code> | ||
Line 20: | Line 25: | ||
# <code>cfg\banned_user.cfg</code> | # <code>cfg\banned_user.cfg</code> | ||
# <code>cfg\banned_ip.cfg</code> | # <code>cfg\banned_ip.cfg</code> | ||
# <code>cfg\config.cfg</code> | # <code>cfg\config.cfg</code>{{note|You should be shipping <code>config_default.cfg</code>.}} | ||
# <code>scripts\kb_def.lst</code> | # <code>cfg\pet.txt</code> | ||
# <code>scripts\settings.scr</code> | # <code>scripts\kb_def.lst</code> (See [[Customizing Options: Keyboard]]) | ||
# <code>scripts\settings.scr</code>{{note|This should be placed in the <code>cfg</code> folder.}} | |||
# <code>bin\client.pdb</code> | # <code>bin\client.pdb</code> | ||
# <code>bin\server.pdb</code> | # <code>bin\server.pdb</code> | ||
# Any *.db files that may have collected from image preview resources | # Any *.db files that may have collected from image preview resources | ||
# | # <code>models/.../*.xbox.vtx</code> | ||
# <code>models/.../*.xbox.vtx</code> | |||
# <code>models/.../*.xbox.vtx | |||
# <code>SAVE</code> directory | # <code>SAVE</code> directory | ||
# <code>expressions</code> directory | |||
# <code>screenshots</code> directory | # <code>screenshots</code> directory | ||
# <code>reslists</code> directory | # <code>reslists</code> directory | ||
# <code>materials/maps</code> directory | # <code>materials/maps</code> directory | ||
# <code>materials/temp</code> directory | # <code>materials/temp</code> directory | ||
# <code>sound/temp</code> directory | |||
==Refining== | ==== Rebuildable files ==== | ||
These files should not be distributed in the release but will need to be rebuilt by the client. | |||
# <code>scene.cache</code> and <code>modelsounds.cache</code> | |||
# <code>maps/soundcache/*.cache</code>{{warning|Do not delete the <code>.manifest</code>s}} | |||
# <code>DownloadLists</code> directory | |||
=== Cleaning the mod folder with XBLAH's Modding Tool === | |||
Before shipping the mod, the {{Xblahmt|4}} provides the modder with a list of unnecessary files, which can be removed with the push of a button. | |||
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/> | |||
This can be accessed within the tool through '''Mod > Clean Files'''. | |||
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/> | |||
By default it will select all files that should be deleted before publishing the mod. You can manually unselect the files you want to keep. | |||
[[File:XBLAH's Modding Tool - Clean Files v1.17.png]] | |||
== Refining == | |||
# Read [[VGUI2 Programming Best Practices]]. | # Read [[VGUI2 Programming Best Practices]]. | ||
# Encrypt weapon scripts using [[vice]]. | # Encrypt weapon scripts using [[vice]]. | ||
# Add documentation on mod-specific [[console command]]s and [[console variable]]s. | # Add documentation on mod-specific [[console command]]s and [[ConVar|console variable]]s. | ||
# Include an icon for the mod if desired in <code>resource\game.ico</code>. | # Include an icon for the mod if desired in <code>resource\game.ico</code>. | ||
# Include the [[FGD]] for third-party mod mappers. | # Include the [[FGD]] for third-party mod mappers. | ||
# Compile your DLL's in ''Release'' Mode, also don't forget to start [[Optimizing DLLs]] for that extra speed. | |||
# Encrypt <code>bin\client.dll</code> with {{wiki|UPX}} | # Encrypt <code>bin\client.dll</code> with {{wiki|UPX}} | ||
=Maps= | |||
= Maps = | |||
{{seealso|[[Releasing a Map]]}} | {{seealso|[[Releasing a Map]]}} | ||
== Final compile == | |||
* Examine the compile log to ensure there are [[Compile_Errors|no compile errors]], you could also use the [http://www.interlopers.net/errors/ Interlopers Compile Checker]. | * Examine the compile log to ensure there are [[Compile_Errors|no compile errors]], you could also use the [http://www.interlopers.net/errors/ Interlopers Compile Checker]. | ||
* When you load the map into the game, check the console to ensure there are no errors or warnings. | * When you load the map into the game, check the console to ensure there are no errors or warnings. | ||
* Make sure you have compiled the map with Normal VIS and RAD. Do not release a map compiled with Fast VIS or RAD | * Make sure you have compiled the map with Normal VIS and <code>-final</code> RAD (switch to expert compile mode and use the 'Final' preset if you don't know how to use parameters). ''Do not release a map compiled with Fast VIS or RAD!'' | ||
* Remember to run the [[Cubemaps|buildcubemaps]] command in the console before releasing your finished product, | * Remember to run the [[Cubemaps|buildcubemaps]] command in the console twice before releasing your finished product, once with HDR enabled and once without, or specular reflections will not work properly. {{todo|State or link to how you would do this.}} | ||
== Distributing custom content == | |||
If you have custom models, sounds, textures, or materials, you must either: | If you have custom models, sounds, textures, or materials, you must either: | ||
* Bundle them into the map BSP file (using [[Using Bspzip to Embed Custom Content|Bspzip]], [[Map Analyst]], [[Pakrat]], etc.). See | * Bundle them into the map BSP file (using [[Using Bspzip to Embed Custom Content|Bspzip]], [[PackBSP]], [[Map Analyst]], [[Pakrat]], [[Compile Pal]], etc.). See | ||
[[Using Bspzip to Embed Custom Content]], or | [[Using Bspzip to Embed Custom Content]], or | ||
* Add a ".res" [[Map Resource File]] to your map release to let the server know there's files that should accompany the BSP when it's downloaded. | * Add a ".res" [[Map Resource File]] to your map release to let the server know there's files that should accompany the BSP when it's downloaded. | ||
If you don't do this, then anyone downloading the map through a server whilst playing will not get your custom content. | If you don't do this, then anyone downloading the map through a server whilst playing will not get your custom content. | ||
== Game specific considerations == | |||
=== [[Counter-Strike: Source]] === | |||
* Create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped. | * Create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped. | ||
* Edit the bot [[Navigation Meshes|Navigation Mesh]] so bots will behave more intelligently in your map. | * Edit the bot [[Navigation Meshes|Navigation Mesh]] so bots will behave more intelligently in your map. | ||
* Create a [[Level Overviews|level overview]] material. | * Create a [[Level Overviews|level overview]] material. | ||
* Run the map with only bots playing, 10 a side, and see whether either side has an outright advantage. There is no substitute for human players, but bots will typically show up the obvious design flaws in a map (poorly positioned meeting points, not enough entrances/exits in critical areas, and so on) | |||
=== [[Day of Defeat: Source]] === | |||
===[[Day of Defeat: Source]]=== | |||
* Create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped. | * Create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped. | ||
* Create a [[Level Overviews|level overview]] material. | * Create a [[Level Overviews|level overview]] material. | ||
===[[The Ship]]=== | |||
=== [[The Ship]] === | |||
* Create a 1024x1024 material (resized from 1280x1024) vgui/map_backgrounds/map_background_<map> | * Create a 1024x1024 material (resized from 1280x1024) vgui/map_backgrounds/map_background_<map> | ||
* Create a 256x128 material vgui/map_previews/map_preview_<map> | * Create a 256x128 material vgui/map_previews/map_preview_<map> | ||
* | * See [[The Ship: Creating a Deckplan]] | ||
=== [[Team Fortress 2]] === | |||
* You should consider creating map pictures/mission briefing for the mission briefing. See [[TF2/Modifying the Mission Briefing]] | |||
* Create a [[Maplist Thumbnails]] image. | |||
= External links = | |||
*[https://modding-assets.net/source/tools/modding/xblah-modding-tool/ XBLAH's Modding Tool Homepage] | |||
[[Category:Modding]] | [[Category:Modding]] | ||
[[category:Level Design]] | [[category:Level Design]] | ||
[[Category:Publicity & Publication]] | [[Category:Publicity & Publication]] |
Latest revision as of 07:07, 14 September 2024
Mods

Essentials
- Confirm that the mod has been built under Release rather than Debug.
- Read Steam 3rd Party Mod Support.
- Read Customizing Options: Keyboard.
- Confirm that a
maplist.txt
file to base the shared soundcache is made and that a shared soundcache manifest is built. - Delete excess files.
- Confirm that the files required for each map are in their places.
- Implementation for all functionalities desired to be in this release is completed.
- Do not distribute source folders and their containing files (mapsrc, materialsrc, modelsrc) if your map is closed-source.
Multiplayer essentials
- Create a
mapcycle.txt
, referenced by the default value of the mapcyclefile ConVar. - Design a default MOTD, or Message of the Day, for the mod in
motd.txt
.
Excess files
If one of the following files or directories exist, deletion would make the mod's installation tidier.
albedo.tga
demoheader.tmp
stats.txt
textwindow_temp.html
cfg\banned_user.cfg
cfg\banned_ip.cfg
cfg\config.cfg
Note:You should be shipping
config_default.cfg
.cfg\pet.txt
scripts\kb_def.lst
(See Customizing Options: Keyboard)scripts\settings.scr
Note:This should be placed in the
cfg
folder.bin\client.pdb
bin\server.pdb
- Any *.db files that may have collected from image preview resources
models/.../*.xbox.vtx
models/.../*.xbox.vtx
SAVE
directoryexpressions
directoryscreenshots
directoryreslists
directorymaterials/maps
directorymaterials/temp
directorysound/temp
directory
Rebuildable files
These files should not be distributed in the release but will need to be rebuilt by the client.
scene.cache
andmodelsounds.cache
maps/soundcache/*.cache
Warning:Do not delete the
.manifest
sDownloadLists
directory
Cleaning the mod folder with XBLAH's Modding Tool
Before shipping the mod, the XBLAH's Modding Tool provides the modder with a list of unnecessary files, which can be removed with the push of a button.
Where to find it
This can be accessed within the tool through Mod > Clean Files.
How to use it
By default it will select all files that should be deleted before publishing the mod. You can manually unselect the files you want to keep.
Refining
- Read VGUI2 Programming Best Practices.
- Encrypt weapon scripts using vice.
- Add documentation on mod-specific console commands and console variables.
- Include an icon for the mod if desired in
resource\game.ico
. - Include the FGD for third-party mod mappers.
- Compile your DLL's in Release Mode, also don't forget to start Optimizing DLLs for that extra speed.
- Encrypt
bin\client.dll
withUPX
Maps
Final compile
- Examine the compile log to ensure there are no compile errors, you could also use the Interlopers Compile Checker.
- When you load the map into the game, check the console to ensure there are no errors or warnings.
- Make sure you have compiled the map with Normal VIS and
-final
RAD (switch to expert compile mode and use the 'Final' preset if you don't know how to use parameters). Do not release a map compiled with Fast VIS or RAD! - Remember to run the buildcubemaps command in the console twice before releasing your finished product, once with HDR enabled and once without, or specular reflections will not work properly. Todo: State or link to how you would do this.
Distributing custom content
If you have custom models, sounds, textures, or materials, you must either:
- Bundle them into the map BSP file (using Bspzip, PackBSP, Map Analyst, Pakrat, Compile Pal, etc.). See
Using Bspzip to Embed Custom Content, or
- Add a ".res" Map Resource File to your map release to let the server know there's files that should accompany the BSP when it's downloaded.
If you don't do this, then anyone downloading the map through a server whilst playing will not get your custom content.
Game specific considerations
Counter-Strike: Source
- Create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped.
- Edit the bot Navigation Mesh so bots will behave more intelligently in your map.
- Create a level overview material.
- Run the map with only bots playing, 10 a side, and see whether either side has an outright advantage. There is no substitute for human players, but bots will typically show up the obvious design flaws in a map (poorly positioned meeting points, not enough entrances/exits in critical areas, and so on)
Day of Defeat: Source
- Create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped.
- Create a level overview material.
The Ship
- Create a 1024x1024 material (resized from 1280x1024) vgui/map_backgrounds/map_background_<map>
- Create a 256x128 material vgui/map_previews/map_preview_<map>
- See The Ship: Creating a Deckplan
Team Fortress 2
- You should consider creating map pictures/mission briefing for the mission briefing. See TF2/Modifying the Mission Briefing
- Create a Maplist Thumbnails image.