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Poll

Which game would you prefer to see a mod created for?

Vampire - Redemption
5 (55.6%)
Doom 3
0 (0%)
Half Life 1
0 (0%)
Half Life 2
4 (44.4%)
Unreal 2 Awakening
0 (0%)

Total Members Voted: 9

Author Topic: What to mod...?  (Read 2877 times)

Offline Javokis

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What to mod...?
« on: 2007-06-09, 02:52:40 »
The list of games above are of those I actually own and would be willing to mod for. Doom 3 isn't actually all that difficult because you can do a lot without c++ knowledge. Unreal 2 Awakening uses an engine I am completely unfamiliar with, but I do have some interest in possibly tweaking it - thus getting into unreal engine modding. Half Life 1 is pretty old, but Valve seems to still support it. I practically have everything Half Life related loaded on my steam account. Redemption seems to be dead so I tend to wonder whether modding Wodal would end up being a huge waste of my time. Sense time is limited these days and I aint getting any younger, I only want to use my time wisely.

Don't give me the whole, 'Whatever you decide, we'll support you.' type bullshit because you guys seem to want something so just spit it out. :P

Personally, I am into horror survival gaming. I wouldn't mind attempting to map some really horrid locations. I'm willing to try a shot at an epic fantasy as long as it's not some dungeons and dragons cliche'. Anything involving firearms usually peaks my interests. I'm willing to attempt modeling and animation. I am mostly willing to attempt mapping and scripting.

If people want to see Wodal continue, that's fine by me, but just to let you know, there is nothing artistic about Wodal. Wodal is not like other mods I have made in that it will not come with much content. There's no guaruntee that it'll bring additional players in either.

I just got to know where people stand.
« Last Edit: 2007-06-09, 13:08:27 by Javokis »
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Offline Javokis

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Re: What to mod...?
« Reply #1 on: 2007-06-13, 19:25:56 »
Well now that school is finished, I'm ready to start modding again. So who all voted and for what? Looks like people are kindof half and half between Redemption and Half Life 2 here. Well with this, what kind of mods do people want to see?
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline English TomTom

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Re: What to mod...?
« Reply #2 on: 2007-06-13, 20:36:43 »
Well I voted for VTMR, as of late. I recently got back into OWOD, reading all the source books, Im gonna start to re-read the book of Nod tonight, looking stuff up and such. VTMR is a great game, it had so much potential, I just want a reason to get back into the PC game((I have been playing Bloodlines, but its not the same))I know if somone did make a new mod, its not gonna get a huge amount of players back and its not gonna be like it was, but still. I just really like that game, hah
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Offline Azraelthe7th

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Re: What to mod...?
« Reply #3 on: 2007-06-13, 22:35:44 »
I voted on modding Half-Life 2, but that's because I think the Source engine is tremendously impressive and lends itself very well to story-driven games (as proven with VtM-Bloodlines).

I'd still like to see the WoDal mod taken to completion, as I'd love having the ability to run online Demon: the Fallen games using Redemption as base.
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Offline !mpact

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Re: What to mod...?
« Reply #4 on: 2007-06-14, 01:36:22 »
HL2, but only under the premise it turns into something akin to a PnP mod... otherwise it's Wodal all the way.

Offline Bloodywolf

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Re: What to mod...?
« Reply #5 on: 2007-06-14, 06:32:41 »
Like impact said, Bloodlines was made on (an early) version of the steam engine, so we know it IS possible in ways already with character advancement. (several mods even have these kind of things).

Aretho I'm septic that there would ever be a true Storyteller in Source, it has potential seeing Garries mod.
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Offline Javokis

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Re: What to mod...?
« Reply #6 on: 2007-06-18, 19:57:01 »
Well I decided to start modding HL2 finally. I started dabbling with my first mod as instructed in the wiki tutorials. I played around with adjusting something basic like the speed of the rockets fired by the rocket launcher then I got familiar with console and started dabbling with gcf files. All seems to be going well for now. There is nothing technical stopping me from modding HL2 anymore.

I have MS Studio C++ Express Edition and it works with HL2 just fine. Now I just need to teach myself some c++ till I start taking c++ come this fall. Nothing major is going to be made this year. It may be awhile till I become familiar with HL2 enough to make a storyteller mode. From what I've seen from other mods, It is fully possible to do a stoyteller thing with HL2, but that is not the kind of mod I am going to start from the get go.

I have a pretty fun plan for a HL2 mod that I want to be my first mod. It will not be vampire related, but HL2 related in that it will involve a Combine invasion of my home town. I still need to work out details, but this is the first project I want to work on that could take quite awhile to build. I'll most likely try and get in contact with some college class mates at school who play HL2 to help me with it.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: What to mod...?
« Reply #7 on: 2007-06-18, 20:37:58 »
You cheated the Poll towards HL2 didnt you?  :P

But eventually you cant let others tell you what you really want. (at least I know I cant) anyway best of luck with your new modding project.

Offline Javokis

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Re: What to mod...?
« Reply #8 on: 2007-06-19, 02:30:38 »
Well it looked 50/50 either way. I just happen to decide to go with the game that actually is still available legally through the public.
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Offline Azraelthe7th

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Re: What to mod...?
« Reply #9 on: 2007-06-19, 23:41:35 »
By the way (as I asked on Shadownessence), did you ever think of trying to mod using the Sandbox engine (the one used in Far Cry)?  I have to say it's pretty impressive and uses the lua scripting language.

Just a thought.
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Offline Javokis

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Re: What to mod...?
« Reply #10 on: 2007-06-20, 11:35:19 »
I've looked into Farcry and noticed that Crytek's c++ support doesn't come anywhere near the Valve level of support I need to get started. Crytek has very form-factor requirements for compilers in that they do not support c++ compilers outside what they used to initially make the game. Valve supports whole kinds of compilers both old, new, free or commercial. C++ support is very important to modding. Without it, all you can do is map and model.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline Bloodywolf

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Re: What to mod...?
« Reply #11 on: 2007-06-22, 13:03:04 »
That pretty normal rain.

When Half life was released, no one exspected that it would get such a gigantic modding community.

When half-life² was released, it was clear that Valve has exspected the modding community to go on and implemented a lot of modding support, even a way to convert from HL1 to HL² with ease. They even went to such great lengts of getting that modding program partially free for modders.
William - Bloodywolf - Me
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Which one shalt thou pick today?

Offline ORI

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Re: What to mod...?
« Reply #12 on: 2007-06-22, 21:21:15 »
Actually I think they also expected modding of HL1, Most FPS games in that time were heavly backed up by modding, especially Quake series so having a modeable game became essential for a first-rate FPS, Thus I assume the difference between Crytek and Valve is that Valve has more money to get thier game supported by XSI and what-not in HL2, while Farcry was successful  it came much later after HL if I remeber correctly so while its a good game and revolutionary in some ways it wasnt enough to sweep away all the people that were already immersed in halflife and its SP/MP expansions and were expecting HL2.

The only real contestor to Source is Unreal which much like Valve realized the power in helping a modding community and grants support with a Freeware Autodesk Maya version and other tools.
 
Now if only Activision had the brains to figure this out ... (yeah I know they are just the publisher but they could really help themselves in selling by doing that one small step)

Offline Azraelthe7th

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Re: What to mod...?
« Reply #13 on: 2007-06-23, 02:00:42 »
The reason I'm jabbering about Crytek's engine is that it has tools for easy export/import/interactivity with 3DS Max and has a hell of a lot of better features than the Unreal engine.

That being said, as I'm still considering which game engine would best suit the game idea I have, I'm still hesitant towards either Source or CryENGINE2.  Both have awesome features, but I'd need to get a good feel of both before deciding.

Right now, though, I'm mostly inclined towards Source (and I'm waiting for HL2's Orange or Black box to get a better impression), but if CryENGINE2 turns out to have more of what I'd want, then I'd definitely be pulling for that one.
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Offline ORI

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Re: What to mod...?
« Reply #14 on: 2007-06-23, 07:39:48 »
http://www.next-gen.biz/index.php?option=com_content&task=view&id=6049&Itemid=2&limit=1&limitstart=0

Heres a  very recent article about Cryengine2 vs UnrealEngine3.  I seriously doubt CryEngine is superior to Unreal Engine 2  because if it was so every company would adopt it and Crytek would be the leader in the competition after Source.
« Last Edit: 2007-06-23, 07:59:57 by ORI »