Necro'd to check: is there anything I'd need to do when using Code:Blocks to mod the current version? May finally be able to add support for Vaults elsewhere, etc.
(And do I need an SVN client, or is there a "source" link somewhere?)
Thanks.
If you use M$ Windows I recommend
TortoiseSVN, it seems to be the most popular SVN client, and it's the one I use. TortoiseSVN integrates itself quite nicely into the M$ Windows operating system, so much so that the idea of porting it to Linux or Macs is utterly ridiculous.
By Vaults, you must mean Bank Vaults... or equivalent things like the Armory at the Military Base or the Safe at the CEO House... things that have stuff in them when you open them up but you have to crack a lock first. I think modding that requires you to edit both the source code AND files in the art directory, if you want to add more things like that.
Oh and you DON'T actually need an SVN client to download the source code, no, not at all, downloading it is quite easy.
Here is the "source" link right here, just click here and you get the latest source code.Oh yes, and as for using it with Code::Blocks, well all the revisions made by me (yetisyny on SourceForge) have been ones that compile on Code::Blocks quite easily (earlier there were many compiler warnings but no errors, now the code has been cleaned up so it doesn't have any warnings OR errors at all).
Revision 732 broke compatibility with Code::Blocks... temporarily. It added 3 new files to the source code, which were not added to the Code::Blocks project file. However I fixed this in revision 738 (currently the most recent revision), so ever since revision 738, it has worked in Code::Blocks. It was also not working in Code::Blocks prior to revision 694. I fixed it in revision 694 and it worked fine in Code::Blocks up thru revision 731, then revisions 732-737 don't work in Code::Blocks, now revision 738 DOES work in Code::Blocks again.
Anyway, umm, you know the art directory, it's in another directory from the source code (in the src directory). And the Code::Blocks project is in the workspaces directory, the filename is game.cbp (cbp stands for Code::Blocks project). So modding stuff that's in the art files, that is NOT done using Code::Blocks, you do that by opening the files in the art directory in a text editor (at least with the XML files... some of those files I am not entirely sure what format they are in or how to edit them). Modding stuff in the source code, that stuff you DO do in Code::Blocks.
Oh, and Code::Blocks is an IDE, not a compiler, although you can get it bundled with a compiler called TDM-GCC. But it works with other compilers such as Microsoft Visual C++ too. But Microsoft Visual C++ has its own IDE, so usually people using Microsoft Visual C++ as their compiler also use it for their IDE too.
So currently the Code::Blocks project is set up to compile things using TDM-GCC (which is actually the same thing as MinGW, the only difference is MinGW is a whole bunch of different files you all have to download and install separately, while TDM-GCC is a distribution/distro of MinGW that all comes in a single easy-to-install download that is MUCH easier to install and work with than regular MinGW). So this means if you installed MinGW yourself (a rather difficult task), that would also work with the current project, since MinGW and TDM-GCC are basically the same thing, TDM-GCC is just an easy-to-install MinGW distro, kinda like how Linux has distros. Except, hilariously enough, MinGW is ITSELF a distro of GCC, the GNU Compiler Collection, ported to Windows. So TDM-GCC is a distro of a distro. Kind of like Ubuntu being a distro of Debian which is a distro of Linux.
Anyway, the current Code::Blocks project is set up to compile the game for 32-bit Windows on x86 chips using MinGW, TDM-GCC, or some other MinGW / GCC distro for Windows (but NOT Cygwin, Cygwin is different from MinGW). And in revision 738, I've also improved the compiler optimizations, so the game will run faster (now it does floating-point operations much faster by using the SSE instruction set, available in all Intel chips since the first Pentium 3 and all AMD chips since the first Athlon... I highly doubt anyone is using an older CPU than that, but if you are, you can easily change the GCC compiler options back to the default of working with everything all the way back to a 386 by editing the Code::Blocks project file).
The Code::Blocks project is not set up to compile for Linux or Mac OS X, or for non-x86 chips; however, this can also easily be changed by changing compiler/linker settings in the Code::Blocks project file, if you know what you're doing. Usually on Linux and Mac OS X people use command-line utilities and Makefiles to compile, link, and build the executables from the source code. The Makefile, therefore, is set up for UNIX-style operating systems. And if you use Cygwin instead of MinGW, you also would compile using the Makefile, rather than compiling inside Code::Blocks. The Makefile is also designed to use the GCC compiler, just like the Code::Blocks project.
There is also a M$ Visual C++ project to compile the game on Windows using the M$ Visual C++ compiler... this is what Jonathan S. Fox uses to compile the official releases, although I'm not sure which version of M$ Visual C++ he uses. The oldest version still commonly used is M$ Visual C++ v6.0, while the newest version is M$ Visual C++ v12.0, more commonly known as M$ Visual C++ 2013. He's probably using one of the ones in between, like v7.1 (2003), v8.0 (2005), v9.0 (2008), v10.0 (2010), or v11.0 (2012). But not v7.0 (2002), because that version was a total dud, very buggy, they had to release v7.1 a year later to fix it, since v7.0 was nowhere near as good as v6.0 and it took M$ awhile to get things back on track after that. The latest M$ Visual C++ v12.0 (2013) is mostly aimed at making programs for Windows RT 8.1's Metro interface and its release was timed to happen at the same time as Windows 8.1. The best version for making a simple Win32 Console Application like Liberal Crime Squad is probably M$ Visual C++ 7.1 (2003), since it's the last version whose executables work on Windows 95 and Windows NT 4.0. M$ Visual C++ 8.0 (2005) is the last version whose executables work on Windows 98 and Windows ME. And M$ Visual C++ 9.0 (2008) is the last version whose executables work on Windows 2000. Version 10.0 (2010) and newer produce executables that only run on Windows XP and later. Once version 13 comes out, it'll probably drop support for Windows XP, and version 14 will probably drop support for Windows Vista. Anyway the latest version of Visual C++ is 12.0 (2013) which came out just a few days ago. I recently tried installing M$ Visual C++ 6.0 but after I installed it, trying to add files to the project crashed the program, plus it couldn't open the project/workspace files for LCS. So for this project you probably need version 7.1 (2003) or later if you want it to work properly. The advantage to version 6.0 of Visual C++ is it links to MSVCRT.DLL which is included in Windows, so you don't need to install a runtime, that's why I was trying to install that version and get it to work. MinGW / TDM-GCC also links to MSVCRT.DLL too, just like Visual C++ 6.0, so its executables don't require a runtime either. Versions 7.0 (2002) and later of M$ Visual C++ ALL have corresponding redistributable runtimes that you need to install to run executables compiled on them, at least if you use the default settings, although probably there is a workaround for this, but I am not sure yet, need to do more research.
Well that is probably
WAY too much information, sorry if I confused you with all of it. The main things are, you can download the source code
here and you can get an SVN client for Windows
here (TortoiseSVN), an SVN client for Mac OS X
here (Xcode), and an SVN client for Linux
here (Apache Subversion). And the SVN client is completely unnecessary if you are not a coder on the main project and are not going to be modifying the main project. If you are just going to download the source code and make a mod you don't need it, you just need
the link to download the source code.