Developing in pog is relatively straight forward particularly if you have any background in C. The biggest hurdle is to get a working "build" environment setup. To that end this section will describe what I believe is a simple way to achieve this. And one that I (Joco) am using and therefore help people sort out their problems with.

the pog compiler

Get the pog compiler from the EoC SDK and install the binary and dll files in the EoC game directory's bin/release directory

cygwin

Install cygwin (http://www.cygwin.com/). As part of this process make sure the gnu make command is included in your install. You will find it under the development packages section in the "what to install" selection step. Also install the nano editor, under the editors section. Start your cygwin shell and edit the .bashrc file. You can do this by typing "nano .bashrc". you need to add the following lines to the end of this file.

# Environ vars
# ############
export EPIC_BASE=F:/eoc_ts/tornstars/trunk
export EPIC_INSTALL=E:/EoC

Clearly you will need to adjust the paths used but these environment variables we are setting in .bashrc will feed into the makefile. You can now save the file using ctrl-o and exit using ctrl-x.

Exit the cygwin console and start it again. You should be able to type the command "env" and see a long list of values which should now include ours.

running a build

Now that you have the environment setup you can navigate to the directory where the make script is using

cd $EPIC_BASE/EpicSource/MS_Mod_Main/packages

Once there you can start a build by typing

make

If you want to do a clean build you can delete all the package files then get a build run using

make clean
make

code editor

This is clearly an area where people have personal preferences. I tend to use a nice clean tool called Code Browser which can be found at: http://code-browser.sourceforge.net/. This is a very small memory foot print editor that support code folding and custom syntax highlighting. The code folding is a BIG plus for browsing through code files that you are not familiar with. Also due to the way this editor works it is possible to setup a master "project" file that holds links to your code files. From the editor you can just click on these links and the code files will appear in the editor. No load/open file dialog boxes. What I would like to achieve is annotations within this master project file that groups like files together and includes comments/descriptions on groups of files purpose.

Code Browser Resources

Getting Code Browser: http://code-browser.sourceforge.net/download.html

Config file for POG: pog.cbc

Config File Setup

Once you have downloaded the pog.cbc file you need to run Code Browser and adjust something in the user preferences. See the Tools>Options menu. Just change and save anything in that file. This will cause the directory 'C:\Documents and Settings\<your local user>\Application Data\code-browser\config' to be created. Place pog.cbc in this directory. Restart Code Browser and open a pog file. You should know have syntax highlighting for pog scripts.

tail for windows

While you can use the tail command in cygwin I have found Win32 Tail to be extremely good and probably easier to use. Get a copy from here: http://tailforwin32.sourceforge.net/