Comunity created mods
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Comunity created mods
Im going to take a map and add something to it then post the Patch here.
It wont be a complete mod, but the begining of the first open comunity mod.
Then someone, anyone her who wants to contribute something will D/L the patch and add some small edits of there choice, then post a patch and a brief discription of what you added in your post.
This will continue till the mod is considered complete. Then we can start the next map of someone elses choice.
It may come out random or we can try to follow a theame.
The idea is to see what we can come up with as a team, but not be told "you do this and ill do that".
I just want to see what will come out of this.
It wont be a complete mod, but the begining of the first open comunity mod.
Then someone, anyone her who wants to contribute something will D/L the patch and add some small edits of there choice, then post a patch and a brief discription of what you added in your post.
This will continue till the mod is considered complete. Then we can start the next map of someone elses choice.
It may come out random or we can try to follow a theame.
The idea is to see what we can come up with as a team, but not be told "you do this and ill do that".
I just want to see what will come out of this.
Last edited by Ogrish on Mon Feb 02, 2009 6:19 am, edited 1 time in total.
- JacksonCougar
- Huurcat
- Posts: 2460
- Joined: Thu Dec 06, 2007 11:30 pm
- Location: Somewhere in Canada
Re: Comunity ceated mods
*watches as someone fucks up the map structure*
If you want to do something like this we would need to be way more organized.
If you want to do something like this we would need to be way more organized.
- DemonicSandwich
- Trollwich
- Posts: 1620
- Joined: Sat Dec 08, 2007 9:47 pm
- Location: I...huh...I don't really know. x.x
Re: Comunity ceated mods
For example we have someone add any scnr reflexives required.
Then we all agree upon a single application to transfer the tags.
I vote to use Entity 1.3 with default plugins to transfer the tags.
If you must create new tags, create them in another map, mod them, then use that transfer Entity to move them to the main map.
Then we all agree upon a single application to transfer the tags.
I vote to use Entity 1.3 with default plugins to transfer the tags.
If you must create new tags, create them in another map, mod them, then use that transfer Entity to move them to the main map.
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- JacksonCougar
- Huurcat
- Posts: 2460
- Joined: Thu Dec 06, 2007 11:30 pm
- Location: Somewhere in Canada
Re: Comunity ceated mods
We would need to use the same plugins and programs, and if one person fucked up and used another program the map would corrupt due to plugin crossover.
As of right now there are no programs capable of doing this safely.
As of right now there are no programs capable of doing this safely.
- OwnZ joO
- Posts: 1197
- Joined: Sun Dec 09, 2007 4:46 pm
Re: Comunity ceated mods
I would think about contributing to this...
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Comunity ceated mods
I know ther may be complications, but it will be interesting either way.
I use Entity 1.3.9 w/origanal plugins for any cloning or tag transfer.
And the map structure might get fucked up, but we will have the previous patchs to go by if that happens.
Im using zanzabar as a base map, with an edited bsp, if i get it all working, if not ill just use a standerd zanz and ill do a simple edit to start off.
I use Entity 1.3.9 w/origanal plugins for any cloning or tag transfer.
And the map structure might get fucked up, but we will have the previous patchs to go by if that happens.
Im using zanzabar as a base map, with an edited bsp, if i get it all working, if not ill just use a standerd zanz and ill do a simple edit to start off.
- OwnZ joO
- Posts: 1197
- Joined: Sun Dec 09, 2007 4:46 pm
Re: Comunity ceated mods
We should make some new stuff with some basic custom phmo.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Comunity created mods
The rotating box is compliments of neodos.
http://files.filefront.com/comunity+mod ... einfo.html
I stretched it and flatened it to make a big rotating pallet.
I moved spawns up on top of rotating pallet, in random order.
Ok lets see what happens next.
http://files.filefront.com/comunity+mod ... einfo.html
I stretched it and flatened it to make a big rotating pallet.
I moved spawns up on top of rotating pallet, in random order.
Ok lets see what happens next.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Comunity created mods
Well i was told this isnt a good starting point for this kind of mod.
So if someone else would like to choose another map and make the first edit thats fine.
Post what you did, and explain you idea of the theame.
As we go the theame may change, as noone will have that control.
So if someone else would like to choose another map and make the first edit thats fine.
Post what you did, and explain you idea of the theame.
As we go the theame may change, as noone will have that control.
- Gary
- Posts: 1946
- Joined: Thu Feb 14, 2008 10:17 pm
- Location: USA, FL
- Contact:
Re: Comunity created mods
Oh yea, Zanzibar is not too stable.
And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...
And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...
- Grimdoomer
- Admin
- Posts: 1835
- Joined: Sun Dec 09, 2007 9:09 pm
Re: Comunity created mods
There is no such thing as an unstable map. We have unstable tools is what it is. As Ownz Joo and Prey told me, you have to handle all cases, not just one, which entity does most of the time.Gjsdeath wrote:Oh yea, Zanzibar is not too stable.
And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...
Don't snort the magic, we need it for the network.
- DemonicSandwich
- Trollwich
- Posts: 1620
- Joined: Sat Dec 08, 2007 9:47 pm
- Location: I...huh...I don't really know. x.x
Re: Comunity created mods
And since we do not have stable tools, the fact that Zanzibar is slightly unstable remains and will do so until such apps are created.Grimdoomer wrote:There is no such thing as an unstable map. We have unstable tools is what it is. As Ownz Joo and Prey told me, you have to handle all cases, not just one, which entity does most of the time.Gjsdeath wrote:Oh yea, Zanzibar is not too stable.
And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...
Zanzibar works fine. The only issues I've even run into was when I tried adding a few AI reflexives.
A real map you want to stay back from is Waterworks.
It's scenario can't handle more than a few chunk manips from Entity before being NOMed to death.
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"