diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 8f226b0f2..852c1d67b 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -89,16 +89,17 @@ SteamEnv=1 Next is finding the 64-bits steam-runtime under the Steam installation. This can be found using the following command, replacing `$HOME` if Steam is installed at another directory: -``` -$ find "$HOME" -type d -name 'steam-runtime' 2> /dev/null +```bash +find "$HOME" -type d -name 'steam-runtime' 2> /dev/null ``` -Assuming default directory, it might be in either: `~/.steam/steam/steamapps/common/SteamLinuxRuntime/var/steam-runtime` or if using a Debian based distribution: `[TODO]`. +Assuming default directory, it might be in either: `~/.steam/steam/steamapps/common/SteamLinuxRuntime/var/steam-runtime` +or if using a Debian based distribution: `~/.steam/debian-installation/ubuntu12_32/steam-runtime`. Then change to that directory and replace `[INSERT_OUTPUT_HERE]` to the output of: -``` -$ cd -$ ./run.sh printenv LD_LIBRARY_PATH +```bash +cd +./run.sh printenv LD_LIBRARY_PATH ``` After this, you should be able to run and debug NT;RE, just make sure to have Steam open in the background. @@ -116,7 +117,7 @@ Example settings for debugging from Visual Studio solutions: [Break pointing and stepping](https://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code) the method [CServerGameDLL::GameFrame](src/game/server/gameinterface.cpp), or relevant methods in [C_NEO_Player](src/game/client/neo/c_neo_player.h) (clientside player) / [CNEO_Player](src/game/server/neo/neo_player.h) (serverside player) can help with figuring out the general game loop. Neo specific files usually live in [game/client/neo](src/game/client/neo), [game/server/neo](src/game/server/neo), or [game/shared/neo](src/game/shared/neo), similar to how most hl2mp code is laid out. -Ochii's impressive [reverse engineering project](https://github.com/Ochii/neotokyo-re) can also serve as reference for figuring things out. However, please refrain from copying reversed instructions line by line, as the plan is to write an open(ed) source (wherever applicable, note the Source SDK license) reimplementation, and steer clear of any potential copyright issues. Same thing applies for original NT assets; you can depend on the original NT installation (it's mounted to the engine filesystem by gameinfo.txt `|appid_244630|`), but avoid pushing those assets in the repo. +Ochii's impressive [reverse engineering project (archived fork)](https://github.com/Rainyan/neotokyo-re) can also serve as reference for figuring things out. However, please refrain from copying reversed instructions line by line, as the plan is to write an open(ed) source (wherever applicable, note the Source SDK license) reimplementation, and steer clear of any potential copyright issues. Same thing applies for original NT assets; you can depend on the original NT installation (it's mounted to the engine filesystem by gameinfo.txt `|appid_244630|`), but avoid pushing those assets in the repo. ## Good to know