![]() |
#1 |
An interesting question about mods...
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. |
|
![]() |
![]() |
#2 |
Re: An interesting question about mods...
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. |
|
![]() |
![]() |
#3 |
Re: An interesting question about mods...
yes he does.
|
|
![]() |
![]() |
#4 |
Re: An interesting question about mods...
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 |
|
![]() |
Bookmarks |
|
|