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Wishing to make a mod

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  07:09:38  18 September 2005
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OoPpEe
(Novice)
 
On forum: 09/18/2005
 

Message edited by:
OoPpEe
09/18/2005 7:19:14
Messages: 1
Wishing to make a mod

I got this game yesterday for $4.26 at EB Games and just beat it tonight as the Mutant.
Am I the only one who thinks holding 4 shotguns is just evil?

Well back onto the subject.
I wish to make a mod for this game, already have a concept in mind, sum it up. All monsters in the game are playable. I know it is entirely possible as if you open up the "_players.cfg" and edit this part:
pldef_player playersmutant
to lets say:
pldef_player playersghoul

then:
pldef_skins "IDP_SKINSAGENT" 3
lets say
pldef_skins "IDP_SKINSGHOUL" 1

You character is now the semi-transparent blue Ghoul. Only issue is the game crashes when you load a level. My guess is the monsters do not have the same animation.

I did notice though, that you intend to only release the tools for those who want to pay for the engine.
Strongly disagree with that, there is a MAJOR difference between the ENGINE source code and GAME source code.
It would be great to at least release a "base.tntFolder" viewer. Let us create custom ones too just so we can at least create some custom content.

Generally a games modability goes hand in hand with its success.
Look at Half-Life it got HUGE when Counter-Strike was released, and CS was made by people like myself, mod in their spare time. They got picked up eventually and that is when CS went retail.
All that is needed for mod tools:
Import/Export for models - 3D Studio Max, Maya
Map editor - Not to let us edit old maps, but for us to create our own.
Game Source Code - So we can change gameplay related code (not engine stuff).
Plugins - If you use your own texture format, a plugin for Photoshop (exporter at least). If export only, release the UV Map for models so we have something to work off of.
 
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