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Mod system #160317
10/11/07 02:44
10/11/07 02:44
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
I have strongly debated with this one...so i guess this is the best place for it.

Recently i've started working on a mod system, which will allow you to easily add mods to your game, currently i'm using c-script to program it, and also creating a small language for the system. At the moment it will allow you to add mods in this manner:

edit the mods.cfg file to add or remove mods
add sub folders for the mod using the script_folder or model_folder definitions
choose which mod is the current mod, using the current_mod variable set to 1, yes, or true
sets only the first mod defined as the current one

i plan on adding:
manipulate the current mod through c-script, so you can choose the mods in menus
allow multiple mods at the same time (possibly)

At the moment, these are the features, and this release would be free most likely, but i plan on making a version you'd have to buy, with these features:

-all the features of the free version (it'd be pretty lame if it didn't have em)

-full coded language for:
variable manipulation
string manipulation
action manipulation
panel and text manipulation
entity manipulation

-full c-script to file manipulation
-add your own panels, entities, and functions/actions, using a few config files

With a solution like this, you could pack all your files into a resource file (if you have pro), and at the same time have scripts that are made only for modding. I'm merely finishing it for my game, but if enough people want it, i'll contribute the first version for free, the second one isn't promised, but i do plan on working on it. For the free version you'd only be able to mod code by creating variables and strings through c-script and then modding them using script files you set, but you will be able to fully change models, images, etc. only the code part will be extremely limited.

The Question i'm getting to is, "would anyone like me to contribute this when i'm done?"

Last edited by Manslayer101; 10/11/07 02:48.

- aka Manslayer101
Re: Mod system [Re: mpdeveloper_B] #160318
10/11/07 19:08
10/11/07 19:08
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
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Joined: Feb 2006
Posts: 2,185
so... no one's interested? not even a little? T_T jk


- aka Manslayer101
Re: Mod system [Re: mpdeveloper_B] #160319
10/12/07 05:41
10/12/07 05:41
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
i would be eventually but I cant keep a team long enough to create a full game so i started just doing small resource jobs for money, once i save up enough to start working on a game i would be.

Re: Mod system [Re: lostclimate] #160320
10/12/07 06:09
10/12/07 06:09
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
Your modding tools seems interesting. But I am using Lite-C now and your tool is for c-script. Would like to see your project though.


My Specialities Limited.
Re: Mod system [Re: msl_manni] #160321
10/12/07 17:06
10/12/07 17:06
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
Serious User
jigalypuff  Offline
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Joined: Nov 2005
Posts: 1,007
i`m interested, all games should be moddable, it increases playability and the fan base.


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: Mod system [Re: jigalypuff] #160322
10/12/07 17:34
10/12/07 17:34
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Bring it on

Re: Mod system [Re: Nems] #160323
10/15/07 03:00
10/15/07 03:00
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
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Joined: Feb 2006
Posts: 2,185
@lost_climate: then come work for mp when we start on our next game
@jigalypuff: exactly, that's why i started on it

thanks, btw, it will be in c-script until i get a7, then, naturally i'll have a lite-c version. But what's your opinion on one to sell as well with the features mentioned?


- aka Manslayer101
Re: Mod system [Re: mpdeveloper_B] #160324
10/15/07 04:00
10/15/07 04:00
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
well would it be paid? thats the thing, my income comes from freelance game design so i cant really do unpaid work, even tho i constantly see people that id love to help for free.

Re: Mod system [Re: lostclimate] #160325
10/15/07 14:19
10/15/07 14:19
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
hmmm...well after preva it could be a percentage thing, where we could pay you a bit upfront, and then pay you percentage when the game is released, of course as mentioned it'd have to be after preva to get upfront, but you're faith in the company rides on how well our game sells right?

also if you don't want that way, i could pay you per job, unless you wanted to work for MP, which i doubt you would.

Last edited by Manslayer101; 10/15/07 14:22.

- aka Manslayer101
Re: Mod system [Re: lostclimate] #160326
10/15/07 14:26
10/15/07 14:26
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
Serious User
jigalypuff  Offline
Serious User

Joined: Nov 2005
Posts: 1,007
the features you mentioned in a sellable version is something i`d definatly pay for. would it be allowable to distribuate it with the games i`d make though? after all it`ll be modders who want it, i can mod my games direct lol.


Why does everyone like dolphins? Never trust a species which smiles all the time!
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