Apr 11, 2010 at 2:04 PM
Join Date: Aug 20, 2006
Location:
Posts: 2857
Age: 34
Pronouns: he/him
I guess this is an excellent time to share a modding idea I'd come up with a long while ago (for a vaguely-planned mod of a completely different game in fact). Hopefully I've understood the purpose of this new forum properly after a quick catch-up, if not I can move it myself.
CS mods have always been limited by the scope the game provides, be it in terms of graphics or gameplay. These days assembly hacks allow for some amazing things, but are impractical for some people due to a lack of time/etc. Even then I don't think anyone's been able to craft an entirely new weapon or entity, for example. As such, I came up with an idea that should allow pretty much anyone to produce as much general content as they like.
FOR EGG CORRIDOR SAMPLE
Someone could wish to create a mod where three characters can be controlled. A quick look at MyChar.pbm reveals that only two character sprite sets are available, and the only way to switch between them is to set the Mimiga Mask flag. An assembly hack to allow a third character will probably be an arduous endeavour, even for the guys who know what they're doing (I might be wrong, but then nobody's done it yet). So I thought up a way to avoid this dilemma altogether: by breaking a mod up into multiple parts, each of which can be 'patched' at the appropriate time.
It should be pretty easy to do I think. A mod could be completed normally up to the point where the overlapping element(s) need to be introduced. Then, (preferably at a screen transition or something,) a textbox could pop up saying something like "please apply the Chapter 2 patch now", and that part of the mod would finish there. (A readme file could be included with clearer instructions, or the whole shebang could be put in the textbox, but I'd prefer to break up the experience as minimally as possible.)
After that there are multiple ways to go about it. The patch could be stored in a separate .zip file, which when extracted would overwrite all the necessary files; in the above example this would be super-easy, because all that would need to be replaced would be MyChar. Just pausing the game would mean that someone could just not-do it though, which is why I thought of ending that part and including a second executable in the patch, designed to run the next part/rest of the mod after reaching that point. Or, Profile.dat could be moved over to a whole other mod folder, the mod in which will only run properly when all the right flags are set. Sort of like an 'insert disc 2' thing.
This could work for other things too, like multiple hacks of the same weapon or enemy, sprite changes on a larger scale etc. It is somewhat limited in the sense that you can only have the contents of one patch working in the game at one time, but I think it still opens up a lot of possibilities, and it's a very simple thing to do for the versatility it provides.
Comments/improvements/ihaetu's?
CS mods have always been limited by the scope the game provides, be it in terms of graphics or gameplay. These days assembly hacks allow for some amazing things, but are impractical for some people due to a lack of time/etc. Even then I don't think anyone's been able to craft an entirely new weapon or entity, for example. As such, I came up with an idea that should allow pretty much anyone to produce as much general content as they like.
FOR EGG CORRIDOR SAMPLE
Someone could wish to create a mod where three characters can be controlled. A quick look at MyChar.pbm reveals that only two character sprite sets are available, and the only way to switch between them is to set the Mimiga Mask flag. An assembly hack to allow a third character will probably be an arduous endeavour, even for the guys who know what they're doing (I might be wrong, but then nobody's done it yet). So I thought up a way to avoid this dilemma altogether: by breaking a mod up into multiple parts, each of which can be 'patched' at the appropriate time.
It should be pretty easy to do I think. A mod could be completed normally up to the point where the overlapping element(s) need to be introduced. Then, (preferably at a screen transition or something,) a textbox could pop up saying something like "please apply the Chapter 2 patch now", and that part of the mod would finish there. (A readme file could be included with clearer instructions, or the whole shebang could be put in the textbox, but I'd prefer to break up the experience as minimally as possible.)
After that there are multiple ways to go about it. The patch could be stored in a separate .zip file, which when extracted would overwrite all the necessary files; in the above example this would be super-easy, because all that would need to be replaced would be MyChar. Just pausing the game would mean that someone could just not-do it though, which is why I thought of ending that part and including a second executable in the patch, designed to run the next part/rest of the mod after reaching that point. Or, Profile.dat could be moved over to a whole other mod folder, the mod in which will only run properly when all the right flags are set. Sort of like an 'insert disc 2' thing.
This could work for other things too, like multiple hacks of the same weapon or enemy, sprite changes on a larger scale etc. It is somewhat limited in the sense that you can only have the contents of one patch working in the game at one time, but I think it still opens up a lot of possibilities, and it's a very simple thing to do for the versatility it provides.
Comments/improvements/ihaetu's?