Various tips for how to develop efficiently with the develop with the DLL seems to be scattered about in various threads. Would it be a good idea to gather some of the good tips in one thread?
Current workflow which feels a bit clunky:
- Has the dll solution opened in VS2008 and disabled the vanilla project (I only need/want the G&K).
- Every build seems to compile everything, something seems wrong with the dependencies, if I only change a .cpp ideally only a new .obj should be generated and then linking. Now it seems to build everything.
- After build, copy dll to mod directory
- In ModBuddy rebuild the mod. The mod has been set up with not altering saves to allow old savegames to use the mod even if a new build implies a new version.
- In Civ5: Mods>Select mod>Load game to a game where I can test the feature I develop.
- Using CUSTOMLOG (from the dll build thread) for logging to a file, which a cygwin window has 'tail -f' on. Can tuner be set up to merge from my custommod logging file too?
Cheers
Current workflow which feels a bit clunky:
- Has the dll solution opened in VS2008 and disabled the vanilla project (I only need/want the G&K).
- Every build seems to compile everything, something seems wrong with the dependencies, if I only change a .cpp ideally only a new .obj should be generated and then linking. Now it seems to build everything.
- After build, copy dll to mod directory
- In ModBuddy rebuild the mod. The mod has been set up with not altering saves to allow old savegames to use the mod even if a new build implies a new version.
- In Civ5: Mods>Select mod>Load game to a game where I can test the feature I develop.
- Using CUSTOMLOG (from the dll build thread) for logging to a file, which a cygwin window has 'tail -f' on. Can tuner be set up to merge from my custommod logging file too?
Cheers
