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Showing results for tags 'modding'.
I have been wondering about this since discussing extra NPC's and weapons. I think it's an idea worth considering, especially since the functionality is there and all that's needed should be a new menu. My issue is this: Some TDM missions include their own scripts and assets, so they can have content not existent in the default data (like unique NPC's). This leads to good extras which are distributed with specific missions, although they could be used by other missions too. It made me wonder whether we should have a system to install mods separately from missions, in order to make the distribution of generic stuff easier and further encouraged. Missions would obviously require installing all mods they depend on, and mods which rely on other mods would too. To use a real scenario as an example: I've recently played Breaking out the Fence. It contains a camera which sounds an alarm and alerts guards if a player enters its field of view. Needless to say this camera is a separate script and uses a custom model. It's unlikely the developers will include it as part of TDM... so what if I also want to make a mission with it? The only way now is to unpack the mission, extract the model and scripts, and copy them over. This works but is more difficult, leads to the files being copied between missions and stored multiple times, and also makes it hard to update the camera since every mission would have to manually integrate the changes. If the camera was distributed as a mod instead, I would simply install this mod in my local copy of TDM once, open up DarkRadiant, add the prefab provided by it, and that's it! My mission and others using the camera would also not have to carry copies of it for no reason, and updates to it would be effective in all missions automatically. The good part is that this is already possible as far as the engine is concerned! Anyone can currently create a custom script or model, zip it as a pk4, upload it somewhere, and instruct others to place the file in their darkmod directory. The problem is that this isn't practically possible with the current mission installation system: Nobody wants to install a mission from the main menu, notice that it crashes, go to the forum to ask why, and be told "you need to download this pk4 from this website and put it in your darkmod folder". There needs to be a new menu like the mission installation window but for mods. Or the existing menu could show missions in one list and mods in another, which might be better so we see which mods a mission requires and will install with itself. What are your thoughts?
Apparently func_mover can only begin moving from the beginning of the spline and on stop, it gets reset to its starting position. I am making something that has to be controlled from a GUI panel, and I need for func_mover to stop on the spline where I want, continue moving from that position, and not reset to the start position (which should be some bool spawn arg in the entity's def). How can I fix that? (unless func_mover already does it by default and I just have no clue what I am doing ) Thanks.
So I finally did it Started learning C++ / Qt5 and made my first app - Doom 3 BFG mod launcher. It lets you prep Doom 3 BFG to be mod friendly with a click of a button. No more messing with scripts and console! I also authored a few mods for Doom 3 and now you can run them with Doom 3 BFG (these mods don't have SDK code, scripts/assets mods). Some run well, some not so much. Either way, feel free to give it a spin: http://www.kot-in-action.com/forum/viewforum.php?f=28