User:Tei/SandBox/Modding
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.
After 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.
After 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, friends.
- 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..). Need: may need a lawyer.
- Porn mod
- You replace wall textures by porn images. Need: may need a lawyer.