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Custom mod

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  14:16:55  26 April 2012
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DeadAndWalking95
(Novice)
 
On forum: 04/26/2012
Messages: 2
Custom mod

I do apologize if this is the wrong place for this, but I was hoping I could find some folks willing to help with a mod I'm working on.

It is a custom faction mod, where the player has their own faction and attempts to gain control over the whole zone. The game is extremely difficult but very rewarding, one of the things I'd also like to do is add a lot of weapons. I have experience programming for a few years for another game called GMod, which uses lua like Stalker scripts.

So please, respond if interested.
  15:02:59  26 April 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Sounds like this is what you might be after.
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22757&sec_id=22
  16:25:27  26 April 2012
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DeadAndWalking95
(Novice)
 
On forum: 04/26/2012
Messages: 2
No. I want to start my own mod, I have plans for it.
  16:48:48  26 April 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8045

---QUOTATION---
No. I want to start my own mod, I have plans for it.
---END QUOTATION---



It will obviously be a long term project that can take months or years to do, If your prepared for that then I wish you luck. Once you start and spend time working on it you will find that people will help out when you need it and once they see your in it to finish it you will find people willing to come on board and work on it with you.
  00:37:27  27 April 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
There is nothing wrong with starting from scratch, however, in your case, I do recommend taking a look at TFW, since its concepts and your ideas have a lot in common.
You could even take an earlier version of the mod, and use it as a base to build your own upon. It would speed up the learning and development cycles, as well as giving you a platform to build upon. Most modders don't mind if someone uses their mod as a base, some infact quite like it when someone else bases a mod off theirs.
  12:32:38  27 April 2012
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433
Fluffy is right. Your project is very similar to TFW and I also encourage you to use it as learning material. I've been working on TFW since 28.11.2008. That's four years, and I've been using Faction Commander as a base for the first year. Are you prepared to work four years on such a project? Cause it will take double that time because of simple problems that can be rectified in a matter of minutes by looking how others solved them.

If you still don't believe me, here are examples how TFW might help you.

1. You want a custom faction.

TFW introduces new factions, e.g. Defiance. Although they are not directly governed by the player, you might still learn how to create custom factions.

2. You want the faction to be directly run by the player.

TFW has a UI system that allows for macro and micromanaging of faction squads. You can remotely send any given squad from one location to another from even the far side of the Zone. It's not very feasible, but if your skills are up to it, you can develop its potential even further. Certainly it's better then starting from scratch.

3. Your mod is faction oriented.

TFW fixes many aspects of factional warfare, from glitches in offline/online combat to point ownership. It took a lot of time to jury rig the system after GSC left it as it is. Without those, you are doomed to fail.

There! Those are just off the top of my head.

If that does not convince you, I don't know what will.
 
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