Share Tutorials? "Have a favorite tutorial or made one that you want to share?"
#1 Posted 10 December 2022 - 02:48 AM
Here's an example of a tutorial I made on ModDB making the music sound better.
https://www.moddb.co...tter-midi-music
PS: I do plan on posting links to other tutorials I made. But this is a good example.
This post has been edited by Graphics: 10 December 2022 - 03:08 AM
#2 Posted 10 December 2022 - 01:42 PM
This post has been edited by DNSKILL5: 10 December 2022 - 01:45 PM
#3 Posted 10 December 2022 - 03:38 PM
As for my own tutorials. I just edited the links to my mapping landscapes work. So this means my old post on Landscape Terrain Mapping on the EDuke forums is now out of date and won't work properly. So I'm also going to leave a link to that new tutorial here.
New Landscape Terrain Mapping Link
https://www.moddb.co...ding-landscapes
This post has been edited by Graphics: 10 December 2022 - 05:24 PM
#4 Posted 10 December 2022 - 05:23 PM
https://www.moddb.co...-vector-slicing
#5 Posted 11 December 2022 - 11:33 AM
Graphics, on 10 December 2022 - 03:38 PM, said:
What sort of CON tutorials would you like to see then? This has been the major issue I've always had with trying to write CON tutorials or documentation, even all the way back to my old CON site; I don't know what sort of tutorials people want that isn't either A.) just teaching them core programming concepts, or B.) just giving them a final product of working code snippets. I disagree with the former because CON is not a great language to learn the basics of programming, and I disagree with the latter because having a library of code snippets that each work individually and putting them together is not the same as writing a cohesive project. Two separate pieces of code might work just fine independently, but putting them together in the same project may create problems and/or they may be more efficiently or intelligently written as a single piece of code. Effective code in a project is more than the sum of it's individual components. It also encourages people to save and paste together random code snippets like Lego bricks, without understanding what any of them are actually doing, and when doing that inevitably throws errors or causes other problems, they don't understand what's going wrong, much less why. They might find the error and band-aid a fix, but not actually solve the problem.
That being said, I would recommend opening up the CON files in AWOL and having a look. We tried to document things as clearly as possible, and code is broken up into individual files as much as logically could make sense. Where things aren't commented explicitly, the code itself should be self documenting simply by reading it. A lot of the code structures may seem weird, but explaining that weirdness is IMO the basis for effective CON tutorials - explaining WHY some things are done, rather than HOW to do them.
#6 Posted 11 December 2022 - 11:59 AM
I think there is some utility in tutorials that explore specific challenges, such as HUD coding on new weapons, or making new enemies from scratch, to name two big ones. But the number of people who would benefit from such tutorials is tiny, and it's never felt like it was a good use of my time to make them. It's also very difficult to know what level of detail to supply -- going into basic programming concepts or basic logic would be inappropriate and make the tutorials very bloated, but if you leave those things out then I feel like most of the people asking for the tutorials would be lost.
#7 Posted 11 December 2022 - 12:45 PM
A question like "How do I make new enemies?" is a great example. I'd love to write a tutorial on the concepts, like what is a state machine (in the context of CON) and how to apply that to writing enemy logic. But the way I'd write an enemy is not THE way to write an enemy, and some enemies don't need that level of complexity. So how do you make a new enemy? Well, it depends.
#8 Posted 11 December 2022 - 10:46 PM
Reaper_Man, on 11 December 2022 - 11:33 AM, said:
I do well with examples. But because my mods tend to be multiplayer. Probably tutorials on older code might help. Because multiplayer uses an older format to my understanding. Though that is a limited understanding. I guess I'm asking for anyone that helps me with my mod. So that would help them have a better understanding of what can be done in multiplayer. Not saying the help I'm getting doesn't understand this. But even they had to experiment to find the proper values. And it would have been easier if they had something explaining it. Because I don't want to waste their time and I'm thankful to anyone that helps me.
This post has been edited by Graphics: 11 December 2022 - 10:53 PM
#9 Posted 11 December 2022 - 10:51 PM
This post has been edited by Graphics: 11 December 2022 - 10:53 PM
#10 Posted 12 December 2022 - 07:22 AM
I don't 100% know the state of CON and what multiplayer engine branches people use. I believe Jordan is currently working on feature parity with NetDuke and the current CON language, although I don't follow the project that closely so I can't say for certain.
#11 Posted 13 December 2022 - 09:04 PM
It's okay if you're not 100% on the state multiplayer coding. It's not to help me. It's too help anyone that wants to work on my mod with me.
As for new tutorials. I just posted one on fixing a common rendering glitch with TROR. It's worth a learning, if you're mapping with TROR.
https://www.moddb.co...-vector-slicing
This post has been edited by Graphics: 13 December 2022 - 09:28 PM