Question about Mods

Question about Mods

Re: Question about Mods Posted by Fortune2 on Tue Sep 9th 2003 at 7:59pm
Fortune2
52 posts
Posted 2003-09-09 7:59pm
Fortune2
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52 posts 85 snarkmarks Registered: Aug 30th 2003 Occupation: Gamer Location: Over the Rainbow
Heylo all. I'm working on a test mod, just seeing to create them and what work needs to be put into them. I have two questions, thanks in advance.

1) How do you pak a mod. What program is needed to do this.

2) How do you make Sound play on the menu screens. What needs to be coded for this.
Re: Question about Mods Posted by Cash Car Star on Tue Sep 9th 2003 at 8:05pm
Cash Car Star
1260 posts
Posted 2003-09-09 8:05pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
This isn't really a mod design forum. It focuses mostly on maps. Don't expect to get good answers...
Re: Question about Mods Posted by Vash on Tue Sep 9th 2003 at 8:15pm
Vash
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Posted 2003-09-09 8:15pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
For sound do you mean sound when you click a button, or music? Because music is not possible on the menu screen yet. Basically I think to make sound for a button, you replace current sounds in your mod, or code them in your sumthin..

 

To make a .pak, just get PakScape and click New pak file i think

(PS:Family Guy rox0rz! The evil money)
Re: Question about Mods Posted by Fortune2 on Tue Sep 9th 2003 at 8:44pm
Fortune2
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Posted 2003-09-09 8:44pm
Fortune2
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52 posts 85 snarkmarks Registered: Aug 30th 2003 Occupation: Gamer Location: Over the Rainbow
Vash said:
For sound do you mean sound when you click a button, or music? Because music is not possible on the menu screen yet.
Then how do you explain NS =\\

(FG is rockz0rs though)
Re: Question about Mods Posted by Gorbachev on Wed Sep 10th 2003 at 11:38pm
Gorbachev
1569 posts
Posted 2003-09-10 11:38pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
honestly don't make a .pak for mods...it's not worth the time. You might as well just keep the folder structure (a la almost every mod... i.e. tfc, cs, dod, dmc, etc.)
Re: Question about Mods Posted by warlord on Thu Sep 11th 2003 at 2:45am
warlord
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Posted 2003-09-11 2:45am
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i havent downloaded ns yet but if it has an animated logo like hl and tfc does then they may have included music in the avi file that displays the logo

and as for the sounds replicate how valve did thier sounds and just use your sounds in thier place in its mod folder  (i cant word that any better)

and to make a pak file use wally as it is almost an all around halflife extractor and you probaly use it for wads  so use it for paks too  that way you dont have to deal with another program
Re: Question about Mods Posted by Gorbachev on Thu Sep 11th 2003 at 2:49am
Gorbachev
1569 posts
Posted 2003-09-11 2:49am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
it could be in the .avi but most likely not, whenever the new half-life patch comes out it'll allow for a more dynamic menu (so far as I know DoD retail already has this function, but I've yet to see it myself) so that means music. Just look at some tutorials on mod creation, and try and follow a directory structure similar to any mod. modname/sounds; modname/sprites etc. etc.
Re: Question about Mods Posted by Fortune2 on Thu Sep 11th 2003 at 10:01am
Fortune2
52 posts
Posted 2003-09-11 10:01am
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52 posts 85 snarkmarks Registered: Aug 30th 2003 Occupation: Gamer Location: Over the Rainbow
Thing is, dosn't the moving logo only move on the first menu? NS has it on all of them last time I played.
Re: Question about Mods Posted by Sinner_D on Fri Sep 12th 2003 at 1:45am
Sinner_D
376 posts
Posted 2003-09-12 1:45am
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
first off, gl on the mod, im currently trying to figure the in/outs of moding, ive gottin most of the menuscreen GUI modded, im currently looking for a list of files needed/ possible to mod, i have found some interesting things, i would suggest getting the latest version of the SDK(standard development kit) that helped me figure out alot of the files editable for modding.

as for your direct questions:

(1) i know that Wally (can be found on this site) its a texture editor, and doubles as a .pak file generator, however im not sure how you tell HL to use your pak file and not HL's pak file, or if you even need to, i did however notice that none of the mods (retail: BlueShift included) have pak files, i know not why that is, maybe they got lazy :lol:  

(2) i believe the sound is withing there logo.avi file (name of avi file not sure) would be the simplest way of doing that. not sure if this is the method valve took though.
Re: Question about Mods Posted by Gorbachev on Fri Sep 12th 2003 at 2:41am
Gorbachev
1569 posts
Posted 2003-09-12 2:41am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
People don't use .pak files because they are a waste of time. Why not just let people add custom stuff easily rather than put it in a pointless and more time consuming to edit .pak?
Re: Question about Mods Posted by ReNo on Fri Sep 12th 2003 at 11:35am
ReNo
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Posted 2003-09-12 11:35am
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I can see why game developers use systems like pak files - it certainly hides the complexity of a game, which can be nice for non-developers who wish to use things like custom maps and whatnot without being faced by hundreds of folders and files.
Re: Question about Mods Posted by Sinner_D on Sat Sep 13th 2003 at 6:36am
Sinner_D
376 posts
Posted 2003-09-13 6:36am
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
as far as i know, the reasonning behind using pak files is that they are like zipfiles, in the respect that they are archived files, but it seems that pak files need not be extracted inorder to use there contents, im not sure about this, but i have noticed some servers using HL vox speech for annoucements and such, weither they extracted the files or not, im not sure. another reason i assume this is that the HL pak file contains most, if not all the the files editable for modding, yet if they arent changed they are defaulted to HL content, even content not existing within HL dirs.

if this is true, then pak files can be very useful for large games, or mods which need there content, but dont want to be bogged down with bunches of directories, and files, and such.
Re: Question about Mods Posted by Bewbies on Sat Sep 13th 2003 at 7:10am
Bewbies
413 posts
Posted 2003-09-13 7:10am
Bewbies
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Ever try to move 1000 files that total 1gb? Ever try to move 1 file that is 1gb? Which do you think takes longer? hehehe

Also, I believe it keeps those files from being tampered with by the common player. If you have enough sense to download a pak explorer, you at least know what SOME of the files are for. But - if you're some 12yr old kid who just got his brand new copy of Half-Life.... He might be tempted to try and start editing files with notepad and such! Anyway.. there's a lot of reasons, but the idea of using packed directories was PURE GENIUS!
Re: Question about Mods Posted by Sinner_D on Sat Sep 13th 2003 at 7:25am
Sinner_D
376 posts
Posted 2003-09-13 7:25am
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
good point...

anyways, is fortune gonna accept an answer or what? i sure hope he picks me

OH PLEASE... Pick me Pick me!!! :azelito:
Re: Question about Mods Posted by Gollum on Sat Sep 13th 2003 at 12:11pm
Gollum
1268 posts
Posted 2003-09-13 12:11pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
If you plan on extending this project into a mod. with any custom coding at all, then it's worth knowing how to set up and compile the Half-Life sourcecode.

For that, you need:
  • A copy of the SDK 2.2 or 2.3
  • A C++ compiler, ideally MS Visual C++ v6
Extract the sourcecode into a directory, and use the compiler to open sourcecode/dlls/hl.dsw, which is the workspace for the server dll.  Compile this (build hl.dll in one of the menus).

The server dll goes inside your mod. folder, in a subdirectory called dlls (i.e. Half-Life/myMod/dlls/hl.dll).  You also need a liblist.gam file in the main mod. directory, which tells HL what files your mod. uses.  Copy across the valve one; edit it in NotePad if you want to change the name of your server dll (since the names must match up), and also to choose what your mod. is called in the menu system.

Similarly you can compile the client dll by opening the sourcecode/cl_dll/cl_dll.dsw workspace and building the dll.  This goes in the mod. cll_dlls folder.

 
Re: Question about Mods Posted by Vash on Sat Sep 13th 2003 at 7:33pm
Vash
1206 posts
Posted 2003-09-13 7:33pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Gollum Always has to out do us with his bullet buttons, formatted paragraphs, and different color text > : )
Re: Question about Mods Posted by Gollum on Sun Sep 14th 2003 at 3:56pm
Gollum
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Posted 2003-09-14 3:56pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Bah, you give in too easily :heee:
Re: Question about Mods Posted by Campaignjunkie on Sun Sep 14th 2003 at 7:13pm
Campaignjunkie
1309 posts
Posted 2003-09-14 7:13pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Well, you know, it's not exactly difficult to:
  • Format paragraphs.
  • Add bullets.
  • And colorize text.
Re: Question about Mods Posted by Vash on Sun Sep 14th 2003 at 8:29pm
Vash
1206 posts
Posted 2003-09-14 8:29pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Well Wtf do you think I am?
  • Smart
  • Catchy
  • SEXAY!
Hah, I could Never do that stuff that gollum does...
Re: Question about Mods Posted by Gollum on Sun Sep 14th 2003 at 9:26pm
Gollum
1268 posts
Posted 2003-09-14 9:26pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Guys, you're missing the point :rolleyes:  

The Point:
  • It's not what you've got, it's what you do with it that counts.
:kitty:
Re: Question about Mods Posted by Sinner_D on Sun Sep 14th 2003 at 10:14pm
Sinner_D
376 posts
Posted 2003-09-14 10:14pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
omg...you guys crack me up

damn you gollum, i had this until you had to show up with your uber help...damn you

i coulda easily used ...
  • Bullets
  • Colored text
and paragraphs, but i felt it wasnt needed, and acually would have been a great waste of my time as someone (Fortune) hasnt shown there face here sense the beginning of htis post.

leave it to gollum to use gayish purple :azelito:

runs away
Re: Question about Mods Posted by Myrk- on Mon Sep 15th 2003 at 4:18pm
Myrk-
2299 posts
Posted 2003-09-15 4:18pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Gollums just scraping for them extra snark marks from getting a correct answer to a post, get about 5 I think....
Re: Question about Mods Posted by Gollum on Mon Sep 15th 2003 at 6:37pm
Gollum
1268 posts
Posted 2003-09-15 6:37pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Sir, you demean me thus!  I need no SnarkMark incentive; for me, showing off is a pleasure unto itself.

Besides, some twerp just awarded himself the correct answer....grrr 
Re: Question about Mods Posted by Vash on Mon Sep 15th 2003 at 8:44pm
Vash
1206 posts
Posted 2003-09-15 8:44pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
-knocks gollum over- GIMME HIS SNARK MARKS, RAWR!!!!
Re: Question about Mods Posted by Myrk- on Tue Sep 16th 2003 at 1:20am
Myrk-
2299 posts
Posted 2003-09-16 1:20am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Yer wonder which idiot that was :rolleyes:
Re: Question about Mods Posted by Gollum on Tue Sep 16th 2003 at 9:27am
Gollum
1268 posts
Posted 2003-09-16 9:27am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Well there's a turn out for the books....weird.

resigns self to never truly understanding the mysterious workings of admins
Re: Question about Mods Posted by Monqui on Tue Sep 16th 2003 at 2:59pm
Monqui
743 posts
Posted 2003-09-16 2:59pm
Monqui
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743 posts 94 snarkmarks Registered: Sep 20th 2002 Occupation: Poor College Student Location: Iowa, USA
Hahaha- that actually makes me laugh.

Tough, but fair.
Re: Question about Mods Posted by Gollum on Tue Sep 16th 2003 at 9:31pm
Gollum
1268 posts
Posted 2003-09-16 9:31pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Hrm.  Actually I think other people answered the question better than I did (my answer is good but somewhat off topic) so......shrugs