Author Topic: Mods  (Read 2293 times)

Josellis

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Mods
« on: December 09, 2006, 04:13:21 am »
I've heard of a lot of mods, but I'm still not sure what they are (they should have something on mods in the manual). Are mods modifications in the core of the game? or are they just patches you install on top? And how much can they change of the game? Can they totally change the game (multiple guns can be caried, waking on walls for humans, flying without jetpacks, faster shooting, infinite ammo, etc.) or do they change only superficial thing?

Caveman

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Mods
« Reply #1 on: December 09, 2006, 07:13:10 am »
You are way to impatient.
Posting loads of "new" threads with proposals or questions that have already either been answered or are explained somewhere else.

Like this question.
Trem is based on the quake engine, so fire up you google-window and have a look around there ...

As for the other questions/threads please dont hesitate to use the search funktion.

Risujin

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Re: Mods
« Reply #2 on: December 09, 2006, 04:22:55 pm »
Quote from: "Josellis"
I've heard of a lot of mods, but I'm still not sure what they are (they should have something on mods in the manual). Are mods modifications in the core of the game? or are they just patches you install on top? And how much can they change of the game? Can they totally change the game (multiple guns can be caried, waking on walls for humans, flying without jetpacks, faster shooting, infinite ammo, etc.) or do they change only superficial thing?

I can answer your question. Mods change the source code but not necessarily all of it. There are basically three levels of mods, server-side, server/client, and total conversions.

Server mods:
  • NO client download.
  • CANNOT change the game visually.
  • CANNOT add new weapons or classes.
  • CAN change game rules and add server console commands.
  • Some examples: TJW's admin, SVN servers, custom game.qvm's.
Client/server mods:
  • REQUIRE a client download.
  • CAN change the game visualy in almost any way.
  • CAN add new weapons and classes.
  • CAN modify client controls in almost any way and add console commands.
  • CANNOT modify base game code (Quake 3 engine), for example, cannot add client side WWW downloading.
  • Some examples: (shameless plug) Balance Mod, TremX
Total conversions change all of the source and data and thus are essentially entirely new games. Technically the latest SVN client and TJW's client side downloader fall into this category.

Radiohead

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Mods
« Reply #3 on: December 09, 2006, 07:14:11 pm »
Mods such as the famous "tjw" mod, and the "balance" mod, (which I don't seem is very balanced but o well)

Mods fixes stuff that no other mod can do. Like in the balance mod, with a MD, you press mouse2 to zoom in. THat's the only thing I like about that  :P

Risujin

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Mods
« Reply #4 on: December 10, 2006, 03:27:57 pm »
Quote from: "Radiohead"
Mods such as the famous "tjw" mod, and the "balance" mod, (which I don't seem is very balanced but o well)

It started out as a balancing mod but I got kind of side tracked adding all sorts of bells and whistles ... its too late for me to change the name now though. :)

I think actually starting from rev. 9, humans have an advantage!

Quote from: "Radiohead"
Like in the balance mod, with a MD, you press mouse2 to zoom in. THat's the only thing I like about that  :P

Thats an SVN feature. :)