How Do I make an op4 mod

How Do I make an op4 mod

Re: How Do I make an op4 mod Posted by Pinky Suavo on Sun Mar 21st 2004 at 4:16pm
Pinky Suavo
36 posts
Posted 2004-03-21 4:16pm
36 posts 4 snarkmarks Registered: Feb 4th 2004 Occupation: High School Gamer/Mapper Location: Michigan
What do I need to put in my pak file to make an op4 mod? I'm gonna need the op4.dll file. what else?
Re: How Do I make an op4 mod Posted by Andrei on Sun Mar 21st 2004 at 6:01pm
Andrei
2455 posts
Posted 2004-03-21 6:01pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Hmm...the models, cl_dlls, dlls , sprites and gfx (optional) folders.Did I miss anything?
Re: How Do I make an op4 mod Posted by KungFuSquirrel on Sun Mar 21st 2004 at 6:06pm
KungFuSquirrel
751 posts
Posted 2004-03-21 6:06pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Technically speaking, you can't make an Op4 mod. All you can do is replace existing content and do a bit of a map pack, and if you don't do that you have to include all the base op4 content, which unfortunately falls into the category of distributing a retail product for free, which = illegal.

If you are going the replace existing content route, you'll just need your levels and any replaced content to replace the originals. Whatever you use in your pak file will override the default pak file, much as the HD pack does. Including the dlls or any original Op4 content that allows you to play the mod without having op4 installed is a bad idea (tm). You can update pretty much all the art assets within the .pak file, though.

Of course, then there's the matter that if anyone has custom content installed in their op4 directory outside of a .pak file, it will override yours by default anyway. Which is also a problem.
Re: How Do I make an op4 mod Posted by Orpheus on Sun Mar 21st 2004 at 6:18pm
Orpheus
13860 posts
Posted 2004-03-21 6:18pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
question:

can you make a mod, of a mod?

or is that what you just said andrew, you can't

OP4 is a mod for HL, so i assume the answer is no?
Re: How Do I make an op4 mod Posted by 7dk2h4md720ih on Sun Mar 21st 2004 at 8:08pm
7dk2h4md720ih
1976 posts
Posted 2004-03-21 8:08pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Isn't op4 free to download now?
Re: How Do I make an op4 mod Posted by Crono on Sun Mar 21st 2004 at 8:29pm
Crono
6628 posts
Posted 2004-03-21 8:29pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Yeah, if you have a valid Steam account.

....and if I could find out the binary encription they used Condition Zero would be too lol.
Re: How Do I make an op4 mod Posted by omegaslayer on Mon Mar 22nd 2004 at 3:49am
omegaslayer
2481 posts
Posted 2004-03-22 3:49am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
No offence or anything, but im sick of people saying that they created a mod by adding levels.....THATS NOT A MOD!!!!!!!! its a level pack. so pink are you actually going to make new maps for op4 (like nuclear winter), or are you going to actualy change the code (like the specialists)? An answer here will assist me (and probably everyone else) in helping you further. :biggrin:
Re: How Do I make an op4 mod Posted by Andrei on Mon Mar 22nd 2004 at 11:43am
Andrei
2455 posts
Posted 2004-03-22 11:43am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Orpheus said:
question:

can you make a mod, of a mod?
Well, if you modify the opfor source, add levels and new models, then you could say that you modified the mod.
Re: How Do I make an op4 mod Posted by Bruce on Mon Mar 22nd 2004 at 3:00pm
Bruce
91 posts
Posted 2004-03-22 3:00pm
Bruce
member
91 posts 9 snarkmarks Registered: Aug 31st 2003 Occupation: Student Location: The Netherlands
There's one big problem here, like KungFuSquirrel mentioned OP4 is still classified as a retail package which means you can't mod OP4. However you can MOD a MOD (yes you can it's not a lie!) as long as you have the base source code.

Valve obvisouly released their SDK which is the source code to Half-Life (basicly) and includes the source code for TFC. So you could make a mod on a mod if that mod's name is TFC, or if you can get your hands on another mod's code you could mod that mod.

Now, if that made sense to you, congrats, you now understand the "mod on a mod" theory.

What you'll need is the following:
A C++ compiler (prefereably Microsoft Visual C++) and the SDK (or the modified source code of another mod), that's it now you can start building your on mod. But judging from this situation, you probaly don't know C++, so you'll need some books! Yes books, you need to start reading books! Books on C++, there's tons of em out there. (you could also be a cheap bastard, then just take a look @ http://www.cplusplus.com/ the basics are discussed there).

BTW, the basics directory structure of a mod looks a little bit like this:
-HALFLIFE
-+<MODNAME>
--+cl_dlls (your compiled client dll)
--+dlls (the server side dll)
--+gfx (the menus and stuff
---+shell (the splash and everything belongs in here, just copy the standard structure from the valve directory and modify it from there on)
--+maps (duh, maps)
--+LIBLIST.GAM (basic config file, so Half-Life detects your mod)

That's basicly it.