User:Tei/SandBox/Modding: Difference between revisions

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= Tei's Article About Modding =
= Tei's Article About Modding =


Hello.
Hello,
 
I am writting a article here about modding. Its not a trivial task because my english its very bad. You are invited to fix typos.
This page can be deleted or moved because its a SandBox page. If you want to use the text, copy and paste elsewhere.


I'm writting an article about modding. Its not a trivial task because my english is very bad. You are invited to fix any typos.
This page can be deleted or moved because its a SandBox page. If you want to use the text; copy and paste elsewhere.


== Mod Definition ==
== Mod Definition ==


Mod its short for "game modification". Modding mean get a game, create a derivative work that need the original to work but change somewhat in it.
Mod is short for "game modification". Modding means to get a game, create a derivative of work based on the original however changed somewhat to produce your own custom modification.


== Mod History ==
== Mod History ==


Official born of modding start with Wolfestein hacking. But before other modding has been seen.
Official birth of modding, started with Wolfestein ''hacking''. But before other modding was seen.


The first mods where really hardcoded on the game, because the null support for mods of games. Nowdays modding its easyer, because most games where designed that way.
The first mods where really hardcoded into the game, because support for mods/games was non-existent. Nowadays modding is easier, this is true because most games are now designed that way.
First mods where hacked exec of the games with different values for health or speed of mobsters/weapons. Often this its the first task any modder want change mobsters health points, or weapon damage points.  
The first mods where hacked editions of the same games with different values for health or speed, or monsters/weapons. Often this its the first task any modder will want, change monsters health points/properties, or weapon damage properties.  


Before that whats Quake. Thats whats designed by modability as a target. The result whats amazing sucesfull, because modding whats easy, not need special software and the resulting quality of mods. The first CTF and TeamFortress mods where for Quake.
Before that was Quake. That's what is designed by modability on a target base. The result of  that is amazingly successful, simply because modding was easy, no need for special software thus the resulting quality of mods. The first CTF and TeamFortress mods where even for Quake.


Before Quake whas Half-Life. Has a result of quality of mods, Valve start sponsoring the mods, or even developping further the mods in-house. For better quality and less bugs.  
Before Quake was Half-Life. Has a result of the quality of mods, Valve started supporting them, or even developing further modificatiins in-house. For better quality and fewer bugs.  


Nowdays the border betwen user-mods and mods made by the game industry thenselves are very blurry.  
Nowadays the border betwen user-mods and mods made within the game industry themselves are very thin.  




== Mods Type List ==
== Mods Type List ==


Not one modder start writting a full blow mod. Because you have to learn how to mod for a new engine, new stuff. The first task, even of good modders, where small, then become bigger.  
Not one modder started writting a full blown mod. This is because you have to learn how to mod for a new engine, new concepts. The first task, even for any good modder, are small, then the larger tasks.  


;More healh points: You change healh points on monsters of yourself. This rebalance the dificulty of game. Need: coder.
;More health points: You change healh points on Monster or yourself. This is often a re-balance of the game dificulty. Need: coder.


;New weapons: Often you can get a weapon, change the model, sound, skin or effects, then use has a new weapon. Need: coder.
;New weapons: Often you can get a weapon, change the model, sound, skin or effects, you then escentually have a new weapon. Need: coder.


;Realistic damage: You change the gameplay slighty to follow realistic-alike damage points for both the mosters and weapons. Need: coder, moddeler.
;Realistic damage: Change the gameplay, slighty, to follow realistic-like damage points for both the monsters and weapons. Need: coder, moddeler.


;WW2 Mod: You change the weapons for a realistic damage, and a World War2 feel. You need to make WW2 alike maps. Need: coder, moddeler, mapper.  
;WW2 Mod: Change the weapons for realistic damage, and a WW2 feel. You need to make WW2 like maps. Need: coder, moddeler, mapper.  


;Modern warfare mod: You change the weapons for a realistic damage and nowdays look. Often accurate feelings. You need nowdays looking maps. Need: coder, moddeler, mappers and webmaster.
;Modern warfare mod: Change the weapons for realistic damage and a modern look. Design accurate feelings/surroundings. You need modern looking maps. Need: coder, moddeler, mappers and webmaster.


;Sci-Fi mod: Widly unrealistic mods, with lots of fx and really new weapons. Often backuped by a film or TV serie. Need: coder, moddeler, mapper, webmaster and a lawyer.  
;Sci-Fi mod: Wildly unrealistic mods, with lots of fx and really new weapons. Often backed by a film or TV series. Need: coder, moddeler, mapper, webmaster and a lawyer.  


;Total Conversion: You remade somewhat phisics to able radical new gameplays and different game style. You can make a race game of Half-Life, or a RTS, or a platform game. Whatever. Need: coder, moddeler, mappers, webmaster and more coders.  
;Total Conversion: Remake/Customize physics for radicaly new gameplay and an all new/different game style. You can make a race game for Half-Life, or an RTS, or even your own platform game. Whatever. Need: coder, moddeler, mappers, webmaster and more coders.  


;Partial Total Conversion: Unfinished total conversion. Need: a team leader withouth team.  
;Partial Total Conversion: Unfinished total conversion. Need: Team leader with team.  


;New game modes: Often deathmach can be modded with different game styles. This mean subteal changes on code, but really fun new game modes. Need: coder, idea.
;New game modes: Often deathmach can be modded with different game styles. This means subtle changes in code, but these can also be really fun new game modes. Need: coder, idea.


;Metamodding: You mod a mod. Need: dedicated server (?), coder.
;Metamodding: Mod/Create a mod. Need: dedicated server (?), coder.


;Enginemodding: You mod a engine. Need: coder, engine source.  
;Enginemodding: Mod an engine. Need: coder, engine source.  


;Fun media replacement: You change the sounds of player/monsters by popular sounds (TV humorist, etc..)
;Fun media replacement: Change/Replace the sounds for Player/Monsters with popular sounds (TV humorist, etc..)


;Porn mod: You replace wall textures by porn images.
;Porn mod: You replace wall textures by porn images.

Revision as of 09:16, 15 July 2005


Tei's Article About Modding

Hello,

I'm writting an article about modding. Its not a trivial task because my english is very bad. You are invited to fix any typos. This page can be deleted or moved because its a SandBox page. If you want to use the text; copy and paste elsewhere.

Mod Definition

Mod is short for "game modification". Modding means to get a game, create a derivative of work based on the original however changed somewhat to produce your own custom modification.

Mod History

Official birth of modding, started with Wolfestein hacking. But before other modding was seen.

The first mods where really hardcoded into the game, because support for mods/games was non-existent. Nowadays modding is easier, this is true because most games are now designed that way. The first mods where hacked editions of the same games with different values for health or speed, or monsters/weapons. Often this its the first task any modder will want, change monsters health points/properties, or weapon damage properties.

Before that was Quake. That's what is designed by modability on a target base. The result of that is amazingly successful, simply because modding was easy, no need for special software thus the resulting quality of mods. The first CTF and TeamFortress mods where even for Quake.

Before Quake was Half-Life. Has a result of the quality of mods, Valve started supporting them, or even developing further modificatiins in-house. For better quality and fewer bugs.

Nowadays the border betwen user-mods and mods made within the game industry themselves are very thin.


Mods Type List

Not one modder started writting a full blown mod. This is because you have to learn how to mod for a new engine, new concepts. The first task, even for any good modder, are small, then the larger tasks.

More health points
You change healh points on Monster or yourself. This is often a re-balance of the game dificulty. Need: coder.
New weapons
Often you can get a weapon, change the model, sound, skin or effects, you then escentually have a new weapon. Need: coder.
Realistic damage
Change the gameplay, slighty, to follow realistic-like damage points for both the monsters and weapons. Need: coder, moddeler.
WW2 Mod
Change the weapons for realistic damage, and a WW2 feel. You need to make WW2 like maps. Need: coder, moddeler, mapper.
Modern warfare mod
Change the weapons for realistic damage and a modern look. Design accurate feelings/surroundings. You need modern looking maps. Need: coder, moddeler, mappers and webmaster.
Sci-Fi mod
Wildly unrealistic mods, with lots of fx and really new weapons. Often backed by a film or TV series. Need: coder, moddeler, mapper, webmaster and a lawyer.
Total Conversion
Remake/Customize physics for radicaly new gameplay and an all new/different game style. You can make a race game for Half-Life, or an RTS, or even your own platform game. Whatever. Need: coder, moddeler, mappers, webmaster and more coders.
Partial Total Conversion
Unfinished total conversion. Need: Team leader with team.
New game modes
Often deathmach can be modded with different game styles. This means subtle changes in code, but these can also be really fun new game modes. Need: coder, idea.
Metamodding
Mod/Create a mod. Need: dedicated server (?), coder.
Enginemodding
Mod an engine. Need: coder, engine source.
Fun media replacement
Change/Replace the sounds for Player/Monsters with popular sounds (TV humorist, etc..)
Porn mod
You replace wall textures by porn images.