4m wrote:What is the latest / best tool for creating mods?
A editor/ide of you choice and fteqcc from
http://fteqw.com to compile the gamelogic.
I use this in my
~/.emacs to make emacs highlight the .qh and .qc files in C-mode:
(add-to-list 'auto-mode-alist '("\\.q[ch]\\'" . c-mode))
4m wrote:How should i make the architecture? (file/folder paths)
IF you want to keep in sync with Nexuiz development its best to use the Nexuiz code from svn and keep your changes as seperated as possible. This means more or less: Just keep the current architecture. The quake-way is not the best in this regard as you will have to keep merging the Nexuiz changes into your code (to keep in sync).
4m wrote:Which files should be modified for bindings / weapon behavior / player movement / skins?
In general everything under data/qcsrc.
Bindings are handled in data/default.cfg (and data/menu + data/qcsrc/menu to display them).
Weapon behavior is in data/qcsrc/server/w_*.qc and data/qcsrc/server/cl_weapon*.qc
Playermovement and skins are handled in data/qcsrc/server/cl_client.qc
4m wrote:How to make the mod available from the mod menu?
Change data/qcsrc/server/progs.src first line from progs.dat to a filename your mod wants to use and copy a file data/nexuiz.modinfo to <MODNAME>.modinfo and adapt it accordingly.
Though i like it more to create a new directory beside Nexuiz/data ala Nexuiz/<MODNAME> as its much less of a hassle to make sure you do not break anything. Your mod will however not be in the list but you have to start Nexuiz with the parameter
-game <MODNAME> instead. But DO NOT change the name progs.dat then!!
4m wrote:And how about a modding tutorial thread?
Hmm Mauvebib wrote a bit and right now i do not have enough time nor do i feel qualified enough for such a thing
