User:Tei/SandBox/Modding
Tei's Article About Modding
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.
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 History
Official born of modding start with Wolfestein hacking. But before other modding has been 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. 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.
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 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.
Nowdays the border betwen user-mods and mods made by the game industry thenselves are very blurry.
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.
- More healh points
- You change healh points on monsters of yourself. This rebalance the dificulty of game. 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.
- Realistic damage
- You change the gameplay slighty to follow realistic-alike damage points for both the mosters 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.
- 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.
- 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.
- 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.
- Partial Total Conversion
- Unfinished total conversion. Need: a team leader withouth 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.
- Metamodding
- You mod a mod. Need: dedicated server (?), coder.
- Enginemodding
- You mod a engine. Need: coder, engine source.
- Fun media replacement
- You change the sounds of player/monsters by popular sounds (TV humorist, etc..)
- Porn mod
- You replace wall textures by porn images.