Tremulous Forum

Mods => Modding Center => Topic started by: Jack Bauer on September 02, 2009, 07:35:41 pm

Title: Mix mods together?
Post by: Jack Bauer on September 02, 2009, 07:35:41 pm
Hello, I am pretty much brand new to modding and know almost nothing about it.. but I was just wondering...
Is it possible to take my favorite things from other mods and put them all together into one mod or "mix" them?

Anther question is that I use trembots alot when I play along since I have a crappy internet connection at my house, and I was wondering if I could get the bot command (!bot) to work with the game.qvm that other mods use?
Title: Re: Mix mods together?
Post by: David on September 02, 2009, 07:46:59 pm
Grab the patches (You may have to split them out yourself if no-one has done it yet for that feature), and apply them all and hope.
You'll probably then have to fix a ton of conflicts by hand.
The bots are a big patch so probably won't apply cleanly.
Title: Re: Mix mods together?
Post by: Jack Bauer on September 02, 2009, 08:36:42 pm
Well I since I have no modding experience, how do I "grab the patch"? Sorry these questions may be so..."noobish" but work with me please.
Title: Re: Mix mods together?
Post by: Baconizer on September 02, 2009, 10:28:46 pm
Well I since I have no modding experience, how do I "grab the patch"? Sorry these questions may be so..."noobish" but work with me please.

The patch file for the feature you want. For instance, if you wanted to turn grenades into mines (http://patches.mercenariesguild.net/index.php?do=details&task_id=135&project=1&pagenum=2) then you would grab the patch (http://patches.mercenariesguild.net/index.php?getfile=416) to the Tremulous source code (http://svn.icculus.org/tremulous) and compile.

If you were running Linux, then to apply a patch you might do this:

Code: [Select]
% svn co svn://svn.icculus.org/tremulous/trunk tremulous -r966
% cd tremulous
% wget www.example.com/path/to/file.patch
% patch -p0 < file.patch
% make

First line gets the source code, second gets you into the source code directory, third grabs the patch, fourth applies the patch, fifth compiles.

A good resource for various patches is the Mercenaries Guild Patch Tracker (http://patches.mercenariesguild.net/) which has all sorts of nice things.

The mod/QVM/whatever you like probably has a list of patches (http://code.google.com/p/p-g-qvm/wiki/References) that were included, and hopefully a link to where you can get the patches.

EDIT: I don't use Windows, but if you're running Windows you should be able to use MinGW (http://www.mingw.org/) to do pretty much the same thing, in a similar (if not identical) manner. On OS X you should be able to do it natively (iTerm is in Applications -> Utilities -> Terminal).

Your stuff will be located in tremulous/build/ after the compilation.
Title: Re: Mix mods together?
Post by: Bissig on September 02, 2009, 10:59:28 pm
Hello, I am pretty much brand new to modding and know almost nothing about it.. but I was just wondering...
Is it possible to take my favorite things from other mods and put them all together into one mod or "mix" them?

Anther question is that I use trembots alot when I play along since I have a crappy internet connection at my house, and I was wondering if I could get the bot command (!bot) to work with the game.qvm that other mods use?

If you can't code, then learn how to code in C first. You will have to fix a lot of issues when merging patches and if you have no clue what the code means, you won't even know where to start looking (and other people have better things to do usually, than to do it for you).
Title: Re: Mix mods together?
Post by: Ytram on September 03, 2009, 09:19:51 am
I was wondering if you wanted to merge two patches maybe you could do
Code: [Select]
% patch -p0 < file.patch
% patch -p0 < file2.patch
% make
and that might work. Could anyone confirm/deny this?
Title: Re: Mix mods together?
Post by: gimhael on September 03, 2009, 09:53:55 am
It might work, unless both patches change the same parts of the code. If this happens (look for FAILED in the patch output), you will get *.rej files which contain the parts that could not be merged automatically. Merging these manually usually requires understanding C and knowing the code you want to patch.
Title: Re: Mix mods together?
Post by: Ytram on September 03, 2009, 11:48:23 am
Right. I assumed second one would overwrite the first ones changes if they changed the same part. I understand that could still make errors but I assumed usually the changes to the last one would not matter. Just a thought. Does anyone else know if that might work?