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Posted

If you have to ask, you won't be able to do it.

  • Like 2
  • Clan Friend
Posted (edited)

If you have to ask, you won't be able to do it.

true :)

+100000

 

anyway, I will still add my answer:

1. download the source code (you don't need the engine source, just etmain source code, or maybe etpub but I don't know if it's ok to modify it) in some way (zip, git repo or something like that)

2. compile it and make sure you don't get errors and you get a working etmain clone

3. learn, learn, learn (because if you don't know the game source well, it's a bit difficult to modify it, it's well commented but it's huge). You need to know what does what, and the main parts of the code.

4. change some stuff and recompile, possibly use git or something like that to keep track of all your changes

6. go again to step 3, and continue

 

edit:

p.s.

ET is written (almost entirely) in C, so you need to know that programming language of course

Edited by SunLight
  • Like 1
Posted

just curious, what exactly type of mod features you are into thinking so far? maybe most feature or mod ability already exists on current mods around? so as not to re-invent the wheel so to speak.

 

it is good to learn new things, and experiment. atleast you would have direct experience on things you want to learn into...almost everybody knows how to fly a kite but not all have tried to as they say.

  • Like 2
Posted

just curious, what exactly type of mod features you are into thinking so far? maybe most feature or mod ability already exists on current mods around? so as not to re-invent the wheel so to speak.

 

it is good to learn new things, and experiment. atleast you would have direct experience on things you want to learn into...almost everybody knows how to fly a kite but not all have tried to as they say.

 

This is also what I was thinking. Many mods available. Silent, Jaymod, ETPub, NQ, N!tmod, ETNam, Something must have the features you would like to use. 

 

A wise man doesn't try to create his own mod. A wise man knows that the best ET mod has already been created: http://mygamingtalk.com/forums/

 

You may also find some helpful development information there, if you feel that creating your own ETmod is within your skill set.

  • Clan Friend
Posted

Yes, reinventing the wheel is not a good idea, and sometimes mod makers (when they don't play much) couldn't even know what players really want.

 

Years ago I modded a bit (and made also a map) for Unreal Tournament 2004. I was more a modder than a player. One of my mini mods had very nice reviews, while another got bad votes.

About that mod (the 'bad' one), a player told me: 'you modders don't know what players really want'

so true...

 

And sometimes it's not worth the effort. For example I would be perfectly able to make a new mod, but I think it's a bit too late for ET, maybe if Bani releases etpro code (which is not going to happen :( ) I would be happy to contribute to a new etpro, which imho is the best mod, not to mention the fact that ET 2.60 was partially made for etpro, in fact etpro coders contributed and added stuff needed by etpro in the game itself, and that's why etpro doesn't work with et 2.55

Posted

Reinventing the wheel is awesome as a learning process. I still have a couple of such projects open, some slightly more useful than others but all are in close to reinventing the wheel. I'm also not against starting on a group project for such things, however then I'd like it to be both useful as didactic.

Posted

Look at LUA. Everything you need to extend a current mod is there and you can almost do everything ;)

 

silent, etpub, etpro, noquarter and nitmod support lua. No clue for etnam. 

 

If you want to do something good for everyone, make an LUA module. Creating another mod is close to useless.

  • Leader
Posted

How to make a mod for "enemy territory?

Did you mean "make a map"?

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