Fix typos and small changes

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O1LER 2024-06-23 21:05:00 +02:00 committed by Lion
parent 21ba3f3d9a
commit 128171b748

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@ -30,11 +30,12 @@ BeamMP is split into three main parts:
## Using an unpacked folder for BeamNG ## Using an unpacked folder for BeamNG
In order to efficiently work on mods in BeamNG, it is advised to use an `unpacked` folder, rather than packaging zips after every change. In order to efficiently work on mods in BeamNG, it is advised to use an `unpacked` folder, rather than packaging zips after every change.
Further information about the userfolder can be found at [https://documentation.beamng.com/support/userfolder/](https://documentation.beamng.com/support/userfolder/)
Open up the BeamNG userfolder by navigating to `%appdata%/Local/BeamNG.drive/0.xx/mods` where `xx` is the most recent BeamNG version. Open up the BeamNG userfolder by navigating to `%appdata%/Local/BeamNG.drive/0.xx/mods` where `xx` is the most recent BeamNG version.
Create a folder called `unpacked` inside the `mods` folder. Create a folder called `unpacked` inside the `mods` folder.
Further information about the userfolder can be found at [https://documentation.beamng.com/support/userfolder/](https://documentation.beamng.com/support/userfolder/)
## Enabling dev mode in BeamMP ## Enabling dev mode in BeamMP
By starting the launcher with the arguments ` 0 0` its development mode will be enabled. This will do two things, deactivate automatic mod updates and deactivate auto-starting BeamNG. By starting the launcher with the arguments ` 0 0` its development mode will be enabled. This will do two things, deactivate automatic mod updates and deactivate auto-starting BeamNG.
@ -44,21 +45,23 @@ Once dev mode was succesfully enabled, the launcher will stop with `[DEBUG] Core
## Cloning the BeamMP repo into the unpacked folder ## Cloning the BeamMP repo into the unpacked folder
While you can manually copy the BeamMP mod files, it is highly recommended to use a source-control system like git. While you can manually copy the BeamMP mod files from our github repo, it is highly recommended to use a source-control system like git.
First create a fork of [https://github.com/BeamMP/BeamMP](https://github.com/BeamMP/BeamMP) First create a fork of [https://github.com/BeamMP/BeamMP](https://github.com/BeamMP/BeamMP)
Most efficient would be to clone the repo directly into the `unpacked` folder. Most efficient would be to clone the repo directly into the `unpacked` folder.
For `git`, do `git clone https://github.com/yourName/BeamMP` while in the `unpacked` folder For `git`, do `git clone https://github.com/yourName/BeamMP` while in the `unpacked` folder
While in the uderfolder, make sure theres no `multiplayer` folder left in `mods` and that now theres `unpacked/beammp` While in the userfolder, make sure theres no `multiplayer` folder left in `mods` and that now theres `unpacked/beammp`
Now give the dev mode a try. Start the BeamMP launcher, start BeamNG manually, once ingame make sure that BeamMP is the only active mod. Now give the dev mode a try. Start the BeamMP launcher, start BeamNG manually, once ingame make sure that BeamMP is the only active mod.
You should be able to use BeamMP as usual. You should be able to use BeamMP as usual.
Using a code editor, you can now add or change code directly in the `unpacked` folder, try these changes with minimal effort and then sync them using the source control.
--- ---
# Setting up a local server # Setting up a local server
While working on BeamMP, it can be beneficial to use a local server. You can follow the general [server installation](docs/en/server/create-a-server.md) while omitting the first two steps for purely local connections. While working on BeamMP, it can be beneficial to use a local server. You can follow the general [server installation](docs/en/server/create-a-server.md) while omitting the first two steps for purely local connections.
Set the server to private in the `serverConfig.toml` while using any string as the `authKey` Set the server to private in the `serverConfig.toml` while using any string as the `authKey`.