They are bleeding easily because :
A) I have teachers at university that doesn't write French properly, and you learn at kindergarten how to not make them.
B) The indentation of their code is totally horrible, I waste 15 minutes every lesson of "playing the code maid" to be able to read it properly (and especially for my classmate).
C) "The IT team at the university keep the software up to date at all times", so why the fuck I see "Debian 6 Squeeze" when I do a "cat /etc/debian_version" instead of a "Debian 8 Jessie" ?
I can only say I'm sorry for that
, you've got a saint's patience...
I don't dis-encourage the OP, I'm just telling that without the proper tools and knowledge he won't be able to achieve what he want to accomplish. Today, people (not all) think they can model/texture/animate/code a weapon in 2 minutes which is IMPOSSIBLE. They want to create a CS replica with more weapons/maps/skins in 30 seconds which is IMPOSSIBLE. Like I said on my ModDB guide for newcomers to GoldSource programming : "Patience and perseverance will allow you to achieve your goals" and "don't expect your shiny weapon to work within the next 5 minutes of having written the first line of code for it".
People who think that modding is so easy it's called ignorant, the rest are poor newbies like me!!, hehe
I agree on the fact that ARRANGEMENT != Counter-Life != The Core != Half-Rats : A Fever Dream != Half-Rats : Parasomnia != PARANOIA != Sven-Coop != <Insert Any GoldSource Mod Here>.
;), good lesson of C++ in an only line!!
And FIND IN FILES is god!!, XD
Well, I think the first questions thast someone who wants to make a Mod should have clear in his\her mind are:
Is multiplayer or singleplayer?
Is it Cooperative?
Would there be Teams with different classes?
Is it based up on a movie, novel, comic, etc?
What are the monsters you want to make?
Will the weapons be conventional, or will they be futuristic, or even medieval?
Will it be an open range\world mod or a doom like environment?
Will it be realistic or all conceptual design was made from scratch?
Will there be vehicles?
Will the mod exceed HL's engine limitations?
and many more that surely will come to all of us sooner or later.
But, one and the most important thing that you must do before all is PLAY HL (or the game you want to Mod) as much as you can, study every monster, weapon, effect you want for your Mod, take the name of it and the name of the map where it appears (use console), and then start making those questions and their possible answers.
It happened to me that I wanted to do the trolley guys of matrix reload my APU when I was out of ammo, and doesen't know how to code this behaviour.
I have searched everywhere but, after...EIGHT YEARS!!, I realized that I have only have to make a monster that acts like a friend if my ammo was over 100 and as an enemy if my ammo was under that amount, then, instead of damage, its PRIMARY attack will give me ammo.
Do you know something?, all code was there, it was invented except some minor changes!!, Find In files, I repeat...IS GOD!!!, worship it, it talks ENGLISH, btw, if you ask him for ammo it'll show you hundred of examples in the SDK.