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Wish to help with programming and/or level design


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Hello everyone, new to the forums, but not new to the game. I've found much enjoyment in this game, now I'd like to be able to give something back and contribute.


I can offer to help with programming and level design.

My experiences lie mostly with C# and JavaScript programming (C# being my primary programming language). I have yet to work with C++ more extensively, but am very eager to learn and think helping out for the game would be a good motivator.

On the other hand, if you can only accept experienced C++ programmers (understandably), then I would at least like to try my hand at creating an FM or two. I have years of experience working with the Source Engine and doing level design for the Source mod "PVKII", so knowing that there are some familiar concepts with the Dark Mod's Engine and Source, I am confident I can create something worthwhile.


However I would need some assistance with getting familiar with the project for coding or level design. I'd love to help out whichever way I can and hope you can grant me some insight into how I might help.

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You should make an FM even if you're interested in coding too IMO, since it'll help you understand how some of the systems work.


You don't need permission to make an FM. Just make one, and ask questions in the Editor's Guild if you need to. You can get started by following Fidcal's tutorial.




As for coding, the coders can respond to that. I can only tell you personally, while I was playing, ideas sometimes came to me for features or gimmicks, so I'd play with the sourcecode locally to try them, learn how the code works, and teach myself C++ too. (Download the sourcecode from the download's link off the main page.) So you can learn a lot just experimenting by yourself aside from taking on official projects. I imagine there's a place for that too, but that's for the coders to talk about.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Welcome, UberMann!


As one of the coders, I agree with demagogue: start by learning how to build a FM. If you ever move into coding, you'll need to be able to do this anyway. That was my path into the game.


Players always appreciate a new mission, and the Editor's Guild is the place to start.

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Alright, a FM it is!

If I recall correctly, it is possible to write scripts that can be triggered in FMs, right? If so, are they written in C++ or another language? In other games it's usually Python, Lua or something similar for scripts in maps.

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Nope, here is our reference page for the scripts in the doom engine.


And as far as your new FM is concerned, don't get too ambitious on the first one. Start small, then do something bigger with the next one, when you know your way around DR and the engine.

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Scripts are basically in C++, syntax-wise anyway, and without headers.


But usually they're for pretty simple stuff, so it's not like you need to design a bunch of objects running in parallel. Usually one or two custom functions, and referencing some stock functions, will do the trick. So it feels more like scripting than proper c++, I mean.


It's sometimes useful to understand the AI and game objects like C++ objects, though, calling threads of other objects as things go that you can manage. And those calls are how you get your scripts running in the world. Maybe not formally correct, but it's a useful way of thinking imo.


I'm a believer that playing around for your own projects is a good way to learn coding anyway.


Edit. Worth mentioning also that you can still do some pretty sophisticated stuff, including structural or gameplay stuff, just with scripts. Our location system is just a script. As long as you can get the data you need and trigger the outcome you want, scripts can do it.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Welcome! Read the A-Z tutorial from the wiki. Be sure to ask help on the forums! We have a bunch of veteran mappers at standby, waiting (and itching) to give advice to budding mappers.


-The mapper's best friend.

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