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Comunity created mods

Posted: Sun Feb 01, 2009 9:10 pm
by Ogrish
Im going to take a map and add something to it then post the Patch here.
It wont be a complete mod, but the begining of the first open comunity mod.
Then someone, anyone her who wants to contribute something will D/L the patch and add some small edits of there choice, then post a patch and a brief discription of what you added in your post.

This will continue till the mod is considered complete. Then we can start the next map of someone elses choice.

It may come out random or we can try to follow a theame.
The idea is to see what we can come up with as a team, but not be told "you do this and ill do that".

I just want to see what will come out of this.

Re: Comunity ceated mods

Posted: Sun Feb 01, 2009 9:18 pm
by JacksonCougar
*watches as someone fucks up the map structure*

If you want to do something like this we would need to be way more organized.

Re: Comunity ceated mods

Posted: Sun Feb 01, 2009 10:36 pm
by DemonicSandwich
For example we have someone add any scnr reflexives required.

Then we all agree upon a single application to transfer the tags.
I vote to use Entity 1.3 with default plugins to transfer the tags.
If you must create new tags, create them in another map, mod them, then use that transfer Entity to move them to the main map.

Re: Comunity ceated mods

Posted: Sun Feb 01, 2009 10:38 pm
by JacksonCougar
We would need to use the same plugins and programs, and if one person fucked up and used another program the map would corrupt due to plugin crossover.

As of right now there are no programs capable of doing this safely.

Re: Comunity ceated mods

Posted: Mon Feb 02, 2009 12:11 am
by OwnZ joO
I would think about contributing to this...

Re: Comunity ceated mods

Posted: Mon Feb 02, 2009 4:25 am
by Ogrish
I know ther may be complications, but it will be interesting either way.
I use Entity 1.3.9 w/origanal plugins for any cloning or tag transfer.
And the map structure might get fucked up, but we will have the previous patchs to go by if that happens.

Im using zanzabar as a base map, with an edited bsp, if i get it all working, if not ill just use a standerd zanz and ill do a simple edit to start off.

Re: Comunity ceated mods

Posted: Mon Feb 02, 2009 4:33 am
by OwnZ joO
We should make some new stuff with some basic custom phmo.

Re: Comunity created mods

Posted: Mon Feb 02, 2009 6:41 am
by Ogrish
The rotating box is compliments of neodos.

http://files.filefront.com/comunity+mod ... einfo.html

I stretched it and flatened it to make a big rotating pallet.
I moved spawns up on top of rotating pallet, in random order.
Ok lets see what happens next.

Re: Comunity created mods

Posted: Tue Feb 03, 2009 9:28 pm
by Ogrish
Well i was told this isnt a good starting point for this kind of mod.
So if someone else would like to choose another map and make the first edit thats fine.
Post what you did, and explain you idea of the theame.

As we go the theame may change, as noone will have that control.

Re: Comunity created mods

Posted: Wed Feb 04, 2009 12:07 am
by Gary
Oh yea, Zanzibar is not too stable.

And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...

Re: Comunity created mods

Posted: Wed Feb 04, 2009 2:50 am
by Grimdoomer
Gjsdeath wrote:Oh yea, Zanzibar is not too stable.

And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...
There is no such thing as an unstable map. We have unstable tools is what it is. As Ownz Joo and Prey told me, you have to handle all cases, not just one, which entity does most of the time.

Re: Comunity created mods

Posted: Wed Feb 04, 2009 3:14 am
by DemonicSandwich
Grimdoomer wrote:
Gjsdeath wrote:Oh yea, Zanzibar is not too stable.

And if you need any help, let me know, I know a good amount about modding, sad I never released a single mod...
There is no such thing as an unstable map. We have unstable tools is what it is. As Ownz Joo and Prey told me, you have to handle all cases, not just one, which entity does most of the time.
And since we do not have stable tools, the fact that Zanzibar is slightly unstable remains and will do so until such apps are created.

Zanzibar works fine. The only issues I've even run into was when I tried adding a few AI reflexives.

A real map you want to stay back from is Waterworks.
It's scenario can't handle more than a few chunk manips from Entity before being NOMed to death.