You only need to search (albeit very thoroughly indeed).
* I'm certain I've seen a bash version of the build_module.bat posted somewhere; and despite knowing nothing about Linux, it wasn't too different, so porting it should be a piece of cake if you know your OS. Assuming Python is set up on your Linux, calling it through a terminal shouldn't be too hard.
** Mount And Blade Language [ˈmeɪbəl]. Or M&BScript. Or whatever you want to call it, but it is not, I repeat, it is NOT Python. It only uses Python tuples to parse the code into game-readable numbers.
*** Been there, done that, trust me.
Yep. Its format is also explained on this page in the wiki.ShaneRoach said:... it piqued my interest in finding the actual map, and to my surprise it apparently is NOT just a .bmp stashed conveniently in one of the available folders.
I'm sure someone has; probably, but due to the prevalence of Windows it is buried somewhere*; Yes, jik's guide is about the most up-to-date nearly-complete guide we've got (don't let the date worry you, stuff's basically the same); and Caba'drin's got an excellent thread which you can use to get familiar to the basic concepts of MABL** scripting. For everything else, just watch (the Native code) and learn. It's not really too difficult. Also, make sure you start off small. Otherwise, you fail hilariously***.ShaneRoach said:Has anyone made the ModSys work on Linux? Is there a tutorial? And is there a tutorial on the files we have available to mod themselves?
* I'm certain I've seen a bash version of the build_module.bat posted somewhere; and despite knowing nothing about Linux, it wasn't too different, so porting it should be a piece of cake if you know your OS. Assuming Python is set up on your Linux, calling it through a terminal shouldn't be too hard.
** Mount And Blade Language [ˈmeɪbəl]. Or M&BScript. Or whatever you want to call it, but it is not, I repeat, it is NOT Python. It only uses Python tuples to parse the code into game-readable numbers.
*** Been there, done that, trust me.