Creating a Testing level - c++

Im trying to build my first testing level in Cryengine.
Im really new to coding and c++ (basically a baby).
I have modelled the island in Cryengine.
I want to make a Server for my friend to log in to test If we would be able to run it-
I cannot find root/system.cfg to set parameters there I have looked everywhere for it. it is just hiding or I am doing something wrong?
I need to specify parameters: Set net_dedicatedServerArbitratorPort= in system.cfg to a sensible value.
Any help would be great :)
Thank you. Wish me luck.
I have tried looking in Visual Studio, Tried Cmake, Looked in every folder in the Directory of the testing island.
I really dont have and idea how to run it, im just trying to follow the Cryengine Manual.

Related

How to go about creating a custom data export plugin from Maya (or similar) to Unreal Engine?

I'm trying to get into game development as a tools programmer and to get some hands on experience I was told I should try to create a custom data export plugin for Maya/Max to Unreal. I'm not sure how to go about starting this project and google searches haven't been helpful or productive.
I have experience in C++ and I'm going through tutorials for Unreal Engine now. I haven't downloaded Maya because I'm not a student anymore so I can't get the free version and I want to make the most out of the free 30-day trial when I do download it.
Does anyone have any suggestions on where to start with this? Thank you!
The maya devKit contains a lot of examples from command plugins up to Viewport renderers. And as much as I know there is an exporter as well. So you could download it and have a look at the example projects there.
If I'm not completele mistaken, you can use Maya in batch mode withou a license, at least it was the case for a long time. So you could use it for 30 days and after that period, you can try to start it in batch mode and execute your stuff even if it is a bit tricky because you do not have visual feedback.
And to be honest if you search for a "maya api exporter" you should get some decent results. e.g. the very first result here is "Maya API - Writing a plugin exporter".

How to use different IDE with Netsuite

I'm admittedly new to Netsuite, so this may be obvious, although I've been unable to find anything specific one way or the other. In fact, I don't even attend any training until next week, but I'm trying to get part of my development environment setup with one of the editors/IDEs I prefer. I know that Netsuite offers an Eclipse plugin, but I'm not an Eclipse fan. I'd prefer to use either WebStorm or TextMate. (I'm on MacOS Sierra)
I tried installing the WebStorm plugin, but it's throwing an exception and is not functional. I submitted a bug on GitHub, but what I'd really like to know is if it's possible for me to write my own script to upload/download files to the cabinet, so I could just roll my own feature in TextMate. Is this possible, and if so, how? (Just a link to the docs is perfectly fine)
In other words, is it possible via their API, to submit changes to a script I've been working on in another editor/IDE? Or interact with our cabinet? (Not sure if I'm using the proper NS verbiage, but hopefully you get my intent) I'm thinking about writing a Python script, that accepts a local script path as a parameter, that will then get submitted to our cabinet. Thanks for the help in advance.
I wrote a plugin for JetBrains IDEs (I use WebStorm specifically though) that mimics NetSuite's Eclipse plugin. Feel free to take a look. It is open source and has ~1500 downloads at the current moment.
https://plugins.jetbrains.com/plugin/8305?pr=
If you are the same person that opened this issue (https://github.com/Topher84/NetSuite-Tools-For-WebStorm/issues/7), it has been closed and was due to using an older version of WebStorm.
I don't like eclipse personally, so I just make my scripts in whatever and use Netsuite's script backend to upload the scripts as 'new' when I'm done. If I want to change them, simply use their backend again to 'edit' the script. You'll see a simple editor, where you can change things, or you just copy and paste what you have in there. It's a little more work than something integrated, but it does work..

Basic visual studio c++ 2015 help mfc classes?

I'm trying to get started with visual c++ by looking at some open source code and following some tutorials. I'm looking at the code and trying to figure out where parts are that I could modify but it's all just a bunch of confusing mess to me at this point for some very large open source and tutorial programs I'm looking at. I can't find the code that contains information about a specific variable or input for instance that I would like to try to understand better.
One of the things you see in beginner tutorials is that you can bring up the resource visual part of the application. Most tutorials start with drawing out the gui interface. The thing that they do to bring them to the coding area is just double clicking on the element. When I do this with my example source files though it just brings up the MFC add Class wizard, it doesn't take me to the code? I've tried researching what that is and gotten nowhere. Can someone explain to me why it doesn't take me to the relevant code what the mfc class wizard is, and how to find the parts of code that spcifically having to do with the particular input box/slider/dropdown ect easily?
Thanks for any help!

Plugin Development for Kdevelop

I really love programming in kdevelop4, however it`s quite lacking in language support and other issues, so i would like to developing extension for it.
however .... i thought i would start with an easy plugin but it seems there is no actual documentation about it(not even a good in code comment)
just an example that i can seem to get working....( it compiles fine it just does appear where it should in kdevelop4)
does anyone know about good documentation on this subject?
or if you made a plugin for kdevelop can you tell me what in short need to be done ?
Check that the plugin has been installed to a path in your KDEDIRS env variable, and run kbuildsyscocoa4.

integrating wmd editor with a django site

this is probably a really dumb question but im struggling to integrate it. im playing with a reusable app called brookie that uses wmd-editor.
in the install instructions it states to "Link admin_wmdeditor/media/admin-wmdeditor in your MEDIA_ROOT as admin-wmdeditor"
im assuming this is a symlink?
I've tried to create a symlink to point at the wmd folder in lib/python2.6/site-packages/wmd but i don't think it worked. i say that, as i cant see any symlink created in my folder.
so 1st question, is there a simple way to list symlinks so i can see if i've really created one? i know this is a noob question, im not a mac genius. i also know this should be covered by a quick google but do me a favour and do it, i can only find noise.
if anyone has some slightly more explicit instructions other than the ones on django-adminwmd_editors github page i'd love to see them. i can normally work this stuff out, but i've got an hour in just trying to hook this stuff up and its a wind up.
I'm not a Mac crack, but usually (on Linux) you can see a symlink, when you list the directory content.
I've played around with the brookie app some time ago and if I remember it right I have had some trouble with wmd also, after researching stackoverflow I changed to Markitup, which works fine.
Have a look here: WMD in Django Admin?
in the end i just commented out the lines referring to wmd and removed the class reference to it, forced it back to a std modeladmin.
will be adding tiny mce in if it needs it, nice n simple. not sure why this single text box needed something as complicated as wmdeditor.