Postby thashepherd » Sun Dec 30, 2012 7:36 am
Typing from my phone - I might as well share a few methodology tips.
You can open and edit a .XML.append file the same as you south a .XML file; in Notepad++ (a popular text editor) you can set language to XML and get the same syntax highlighting. The file extension tells GMM's Python script to add it to the end of the game's .XML file of the same name. If you name the same file .XML it will replace the existing file instead.
If you want to develop or even just test something, you should do a few things. The first is to copy the game files you want to modify into a folder in /mods, or anywhere - call it /MoGas or something. This way you separate the files you've changed from GMM's backups. You can get the original game files from resources/resources_unpacked.
When you deploy, you select the contents of /Mods/MoGas and zip them - you'll have a file called MoGas.zip. Rename that file MoGas.cflint and move it to /Mods.
If you make more than a relatively small mod, I would recommend using cloud-based source control like Github or Google Code.!
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd."Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"