Pre-publication evaluation: Difference between revisions
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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.
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# 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. | ||
# Encrypt | # Encrypt <code>bin\client.dll</code> with {{wiki|UPX}} | ||
[[Category:Modding]] | [[Category:Modding]] |
Revision as of 19:55, 4 May 2006

Essentials
- Confirm that the mod has been built under Release rather than Debug.
- Read Steam 3rd Party Mod Support.
- Read Customizing Options: Keyboard.
- If a
maplist.txt
exists, rename it tomapcycle.txt
, the default for mapcyclefile ConVar. - Delete excess files
- Files required for each map are in their places.
- Design a default MOTD, or Message of the Day, for the mod in
motd.txt
. - A shared soundcache manifest is built.
- Implementation for all functionalities desired to be in this release is completed.
- Remove source folders (mapsrc, materialsrc, modelsrc)
Excess Files
If one of the following files or directories exist, deletion would make the mod's installation tidier.
demoheader.tmp
stats.txt
textwindow_temp.html
cfg\banned_user.cfg
cfg\banned_ip.cfg
cfg\config.cfg
scripts\kb_def.lst
scripts\settings.scr
This should be placed in thecfg
folder.bin\client.pdb
bin\server.pdb
- Any *.db files that may have collected from image preview resources.
- Possibly
scene.cache
andmodelsounds.cache
if a lower download size is desired.Note:These files would require rebuilding by the client.
maps/soundcache/*.cache
(do not delete the.manifest
s)Note:These files would require rebuilding by the client.
SAVE
directoryscreenshots
directoryreslists
directorymaterials/maps
directoryDownloadLists
directoryNote:These minor files would require rebuilding by the client.
materias/temp
directory
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.
- Encrypt
bin\client.dll
withUPX