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Now right click your project, in this case "gm_test", and then click "Properties". Open the drop down menu on "Debug" and set it to "Release". At the top, near the green play looking button, you should see "Debug" then "Win32". The the next thing you must do is set it to release mode. Firstly you need to right click the folder "Source Files" and then click "Add new item.".įrom inside here click "C++ file (.cpp)", name it "main". Now that you have your empty project you need to set up some directories, add some files and set some properties. Then check the box "Empty project", finally click "Finish".Ĭongratulations! You now have an empty project. There should be a Win32 Application Wizard opened, click next then under "Application type" select DLL. I recommend something like gm_test for your first module. From here select Win32 Project make the name whatever you want. Open your IDE, in this case Visual Studio 2010, then select new project. From there extract the include folder somewhere, I recommend somewhere like "C:\Garry's Mod Lua Headers" or "C:\Users\Documents\Garry's Mod Lua Headers" Creating a New Project You'll need to click "Download Zip" found to the right of the page. The headers you need and an example are available here. Visual Studio 2010 is what I'm using for this tutorial, so I recommend using it if it's your first module. You can use 2012 or a 2013 you don't even have to use Visual Studio. It's all personal preference what IDE you use. Downloading your IDEįirst of all you want to download Visual Studio 2010. I recommend reading up tutorials found here. Use Creating Binary Modules: CMake or Creating Binary Modules: Premake Basic Understanding of C++īefore you continue you should already have a basic understanding of C++. This page was made for old version of gmod-module-base. It may be changed or removed in a future update.
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