poisonspider
10-23-2004, 07:13 PM
...so my friend is a modder and he read this http://www.house-of-style.com/forums/viewtopic.php?p=272#272
and in that it says "I have not gotten web admin to get mutators to work yet, but I haven't tested it much, please post here with any info on that."
whats holding people up, can they be made!?
poisonspider
10-23-2004, 07:16 PM
i just want to know whats going on because my friend is sort of stuck at the moment...
and it sounds like many other people are
°Gn0m3_Gr0wN°
10-24-2004, 03:57 AM
there are indeed mods being made at this very moment
byteasc
10-24-2004, 04:52 AM
web admin in retail is broke when it comes to mutator support... I released an updated Web Admin which fixed the mutator issue, hopefully theyll have it all fixed for next patch
I tried your web admin, byte, but all it does is try to load the mutators as numbers and fail. I'll post a log when I get the chance.
BrightEyes
10-24-2004, 11:42 AM
T:V was supposed to be all about the modding, if I recall some words from VUG scumbags.
Chaoz
10-24-2004, 11:51 AM
What the hell? Isn't stuff like this supposed to be fixed BEFORE it is shipped? Why is the community doing VUG's/Irrational's job?
byteasc
10-24-2004, 12:50 PM
I tried your web admin, byte, but all it does is try to load the mutators as numbers and fail. I'll post a log when I get the chance.
Erm. that is default behavior.. and I know mine doesn't do that :p
Plasmatic
10-24-2004, 04:15 PM
T:V was supposed to be all about the modding, if I recall some words from VUG scumbags.
See my sig.
Irony++
poisonspider
10-24-2004, 04:23 PM
AHAHAHAHA
mods were the best part about tribes, i liked trying new stuff everyday. *me cries*
Random150
10-24-2004, 04:41 PM
You can mod TV, its just not very easy. First you need to get the correct script pack so you can compile. Second TVed is useless for modders. This is where most modders fail since TVed makes modding alot easier. As for making mutators, these work fine. Find the mutator class in the code and derieve your mutator from it. For gametypes, this is alot more complicated. I have been doing alot of research into this. Now a game type follows this line of classes, gameinfo->multi / single mode->ModeInfo. Now from what I can tell, all the normal game types are just ModeInfo with different properties. Thats why these dont extract, they arent code. I made one of these and have been working on making it work. So far it will load and your an observer but there is a gui. Every 20s it will reload the map.
To load a map in the console:
open map?game=package.gamemode ?mutator=package.mutator
My sample class:
//class ModeGTW extends Engine.GameInfo;
class ModeGTW extends Gameplay.ModeInfo;
defaultproperties
{
Acronym = "GTW"
GameDescription = "Great Tribal War"
GameName = "GTW"
GameReplicationInfoClass = Class'Gameplay.TribesGame ReplicationInfo'
GameSummaryPage = "TribesMPGameSummaryMenu"
GUIPackage = "TribesGui"
inventoryStationAccessCla ss = Class'Gameplay.InventoryS tationStandaloneAccess'
//roundInfoClass = "GTW.RoundGTW"
roundSummaryPage = "TribesMPRoundSummaryMenu"
}
Atleast this is a starting point for us =)