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View Full Version : An interesting question about mods...


TheKins
04-06-2005, 04:29 AM
In the past, most SW modding was done with a clunky program that temp-patched the EXE (somewhat "naughty" I know, but oh well). Now that we have the code and sourceports emerging, we can fiddle with the game at a far greater level, but this also unfortunately leaves old TCs like Tonight Never Ends back in the DOS generation.

I guess this is a roundabout way of asking sourceport makers if they plan to make the game more flexible to mod, even if it's just a simple config file dealy like that old patch program did (Changing levels in episodes, text, some weapon workings)

Just interested, is all.

djimd
04-06-2005, 05:06 AM
The way it works with all the duke mods is quite simple - just add a g command to the mod .grp file . I tried this with a few sw mods for example:
sw /glonukem.grp and sw /grw.grp
But this doesn't work yet - no doubt jonof has something similar in mind for jfsw tho. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Parkar
04-06-2005, 05:21 AM
yes he does.

JonoF
04-06-2005, 09:54 AM
Adding the '/gfilename.grp' support was simple and I have that done currently. Changing map information and episode names is on my todo list and I expect to have it done for the next release.

Jonathon