What Exactly Does "Mod" Mean?
DY357LX
Playing since day 1. Still can't Comm.England Join Date: 2002-10-27 Member: 1651Members, Constellation
in Modding
<div class="IPBDescription">In the NS2 (UW) use of the word.</div>When I hear the word "Mod" I tend to think of 3 things:
1: A moderator, be it a forum, irc channel etc. (Not relevant here.)
2: A modification to a game engine. (NS was a mod for Half-Life 1 etc. Sometimes called a Total Conversion.)
3: The types of Mod that World of Warcraft + Gmod use (sometimes called AddOns) that aren't a total conversion, it simply uses the engines API to it's own ends.
So when I think about NS2s future and possible mods.. I get a bit confused in terms of what's achievable.
Are future NS2 mods going to be revamped Armoury displays (WoW AddOn) style or new game-modes like Melon Racing +Wario Ware in Gmod?
(Or both?)
It's early days yet but does anyone have any idea what kind of mods are possible, (limitations etc) and can clear things up?
1: A moderator, be it a forum, irc channel etc. (Not relevant here.)
2: A modification to a game engine. (NS was a mod for Half-Life 1 etc. Sometimes called a Total Conversion.)
3: The types of Mod that World of Warcraft + Gmod use (sometimes called AddOns) that aren't a total conversion, it simply uses the engines API to it's own ends.
So when I think about NS2s future and possible mods.. I get a bit confused in terms of what's achievable.
Are future NS2 mods going to be revamped Armoury displays (WoW AddOn) style or new game-modes like Melon Racing +Wario Ware in Gmod?
(Or both?)
It's early days yet but does anyone have any idea what kind of mods are possible, (limitations etc) and can clear things up?
Comments
3: The types of Mod that World of Warcraft + Gmod use (sometimes called AddOns) that aren't a total conversion, it simply uses the engines API to it's own ends.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think both is possible.
Hopefully there's some safeguards in place to stop people altering max rifle clip values to 999, reload speeds to 0.0001 seconds and so on.
(I'm sure Flayra, Max + co are more than aware of then and have ways to prevent.)
I look forward to see what the modding community produces!
However, clients that mod it like that wont get unlimited ammo unless they play a single player game, because the guns are serverside.
But if a server would use an inf ammo mod (which they obviously do for a reason and not cheat, and if they make it admin only for cheating, people will leave when an admin is on), the guns will be inf ammo.
Such a mod as unlimited ammo could be usefull for anything from a hold the ground mod (marines spawn once and try to survive with only 1 rifle but has unlimited ammo), to a weld gun mod (if they want it to be like in ns1) and even more.
I meant I hope they're protected for standard (pure) NS2 play. Not a modded version or whatever. :)
But like you said, certain values will be server-side and un-editable.
Ye olde mods have been possible on game engines that did not even think of giving you 10% of the options available in Spark. So imagine what can be done with this one...
They said it from day one of the Spark reveal, they want this engine to be very mod-able so you can create your own games on it and even called NS2 a mod on Spark. Loads of possibilities!
I mean I don't want to have to copy across the new NS2 lua every time NS2 gets updated and check my extension-of-NS2-mod still works or see if I have to re-write it.
I mean I don't want to have to copy across the new NS2 lua every time NS2 gets updated and check my extension-of-NS2-mod still works or see if I have to re-write it.<!--QuoteEnd--></div><!--QuoteEEnd-->
The devs also are thinking about that one, keeping updates from killing off mods... Leave it up to Max to do some magic in that department (even when they were still brainstorming on this issue <img src="http://members.home.nl/m.borgman/ns-forum/smileys/tongue.gif" border="0" class="linked-image" />)