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Mod system alpha
[Re: mpdeveloper_B]
#160337
10/25/07 21:46
10/25/07 21:46
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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Ok, here's the alpha version of the free mod system, i'm not posting it in the user contributions yet, because it's not complete, but here it is: READ ALL OF THISto change the mods' properties open the mods.cfg file and you will see this: Code:
mod_start;
mod_name 'mod1' current_mod 'no' mod_folder 'mod1_test'
mod_end;
mod_start;
mod_name 'mod2' current_mod 'yes' mod_folder 'mod2_test'
mod_end;
end_of_mods;
for each mod to work they must have a mod_start and mod_end, and must have a ";" at the end of these lines, also the mod_name will change the name of the engine, for instance "mod2" is the current mod, so it will change the engine window name to "mod2". now, the mod_folder is the folder located under "modtest/mods/mod_folder" you can change the mod folder names as long as you change the folder name as well. the line "current_mod" tells whether the mod is currently the active mod, or not, if it is, this is the mod that is loaded. this mod system will only work under the current circumstances: -you use a sub folder to put all base content, such as "gamename/base/models" or some other folder -you must add the line "while (finished_mod == 0) { wait(1); }" at the very beginning of your main function - you must add the folders such as "gamename/base/models" after the "while (finished_mod == 0) { wait(1); }" line like this: Code:
function main() { while (finished_mod == 0) { wait(1); } add_folder ("base"); add_folder ("base\\models"); level_load ("main.wmb"); wait(3); code here.... }
- you cannot use path commands, you must add all folders like in the example ok now that it's been told, i'll say this, this mod test is a very simple one, it just tests replacing a square (the original model) with one of the modded objects, in this case a pyramid or circle, this proves that models and images can be replaced using the mod system. it isn't done yet, so don't go adding it to your game at the moment  , you can do that when i finish the free version.  So without further ado: Mod System Alpha
Last edited by Manslayer101; 10/25/07 21:47.
- aka Manslayer101
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Re: Mod system alpha
[Re: mpdeveloper_B]
#160338
10/26/07 02:01
10/26/07 02:01
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Joined: Jun 2007
Posts: 152 Norway
Darkyyes
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Posts: 152
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Seems like a great tool Manslayer101 =D would be lovely to see this finished^^ too bad I can't check it out =/ got a real pain in my neck because of school =(
New to lite-c and gamestudio in general, thank you for reading. Com, A7 v7.7
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Re: Mod system
[Re: jigalypuff]
#160341
10/26/07 15:06
10/26/07 15:06
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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@jigalypuff: i meant that the person adding the mod system to their game would need 3DGS, anyone wanting to mod it could use milkshape, or any other program that exports to 3DGS mdl format
@Inestical: i did think about it, but i have a solution to that problem, the first one that is marked as the current mod will be the only one accepted, because as soon as it finds the current mod, and the end of it, then it will search for "end_of_mods" and ignore the other mods
- aka Manslayer101
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Re: Mod system
[Re: testDummy]
#160343
10/26/07 20:33
10/26/07 20:33
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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or perhaps they could use the demo of 3DGS for models  coding won't be using direct c-script anyway, and if you had pro edition, then they could use WED for levels, but also at the same time you could use milkshape, it does have a plugin for exporting to 3DGS mdl, but i suppose i will talk it over with jcl or something, to get things straight, nonetheless, the liscence agreement did not limit the possibility to encourage others to "modify" your game using 3DGS or otherwise, so i would consider that enough, but i will talk it over with conitec
- aka Manslayer101
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Re: Mod system
[Re: mpdeveloper_B]
#160344
10/31/07 09:23
10/31/07 09:23
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Joined: Dec 2005
Posts: 478 India
msl_manni
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Joined: Dec 2005
Posts: 478
India
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When are you releasing the full free version, and any news on the scriptable part.
My Specialities Limited.
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Re: Mod system
[Re: msl_manni]
#160345
11/01/07 02:18
11/01/07 02:18
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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sorry, atm i'm down...i sprained my ankle and have been in bed for a few days, and my OS drive (c:) seems to have died, however, since all my codes and programs are on my d drive then i haven't lost anything important, however, it may be a while before i get it running again, for the time being i'm on my laptop, which doesn't even run 3DGS it seems
when i get back to working on my pc though, it should take less than a day to finish it, but if i add the features i want "turning mods on and off with c-script" it would take a while, so i will first release a version that is less extensive, through manually changing mods
Last edited by mpdeveloper_B; 11/01/07 02:27.
- aka Manslayer101
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Re: Mod system
[Re: mpdeveloper_B]
#160346
12/15/07 02:55
12/15/07 02:55
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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ok, the free mod system is almost done, almost 100% i just need help with this one little problem: http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/806039/an/0/page/0#Post806039after that is done, you will be able to: -add mods using a .cfg file or any other txt file -include default scripts for modding, which will include a list of variables you want edited as well as strings -allow your fans to mod your games models, bmaps, etc -modify the name of the files that it uses if by popular demand, i can also add sub folder support such as; models, scrips, and other resource folders
- aka Manslayer101
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