[mods, mutators] Some questions.

Plasmatic
11-17-2004, 09:01 PM
This is a thread about *gasp* modding, so haters, please STFU in advance.

After wrestling with TV script for a while now, I have a few questions.
Maybe a Dev, or someone else could help with this.

I realize T:V and UT use oop, so I don't expect modifying or mutating T:V to be as simple as T1, or T2, but it seems like alot is hard coded in.

Spawn armor. Is there anyway to change the armor a player spawns in. As far as I can tell, this is hard coded in somewhere.

Inventory. Are we limited to 10 weapons, a backup weapon, and a deploy able (weapon), or can this be extended. I know the inventory gui can be modified, but there seems to be parts missing. I've been successful with changing spawn load out, replacing stock weapons, resupply in inventory, and available weapons, but this gets broken in a dedicated server. Again, load out, and what weapons are available to armors seems to be the root problem, yet it's nearly impossible to get to these values.

If it was possible to extend from the original class this would be infinitely simpler. Does anybody have any information in these areas, will decent source be released with the next patch, or should we start porting T:V shapes to T1?

Plasmatic
11-18-2004, 08:21 PM
anyone?

Shad0w
11-18-2004, 08:46 PM
From what little i understand, alot of what you are looking for that seems missing, is in packages not code classes..EquipmentClasses .pkg...
If you head over to theses forums i believe someone has did some work on making it possible to extend what ya need into code classes.

check out the scriptin part on page 2 i think..Might help..
http://house-of-style.com/forums/index.php?sid=8e1dc515264 460c7d9867d6a44ec4666

Plasmatic
11-19-2004, 06:40 AM
Yes, I've been a member there for a while now. The best we can do is set what weapons each armor can carry, and so on. We can make heavy, and medium armor play like light armor, but can't choose what armor to spawn in...

]| ZeR0 |[
11-20-2004, 02:43 PM
Spawn armor. Is there anyway to change the armor a player spawns in. As far as I can tell, this is hard coded in somewhere.



i tried the custom ColiseumCTF map the other day, and i kept spawning in light armor... must be possible, unless it was hard coded into that map and the option's not accessible...

Geiss
11-20-2004, 04:52 PM
actually, setting what spawn armor is set to is a per-map setting. when mapping and setting down spawn points, they all have a field for combat_role or something like that name. you can choose to spawn a player in the default medium, light, heavy, or even custom make a loadout. it all has to do with the map.


however, if you're asking is there some way to override those defaults with a script for a mod, i'd have no clue on an answer there.

Plasmatic
11-20-2004, 05:33 PM
Map based? You're kidding right?


*sigh*


Ok, at least that's a decent lead. Thanks.

WorstAim
11-20-2004, 08:11 PM
T:V ModdingFlexibility--;

Plasmatic
11-20-2004, 08:45 PM
T:V ModdingFlexibility--;
Yep.

Even something as simple as warmup time is retardedly hard to get at.
http://www.tribalwar.com/forums/showthread.php?t=337301
As a bonus, changing it makes for a sweet package mismatch.
:domotwak:

Shad0w
11-20-2004, 11:19 PM
agreed...makes one wonder if this was all done to make modding so tuff that hardly anything would come out anytime soon,if anything at all other than huds. :(

maybe the patch will help..but i am not going to hold my breathe anymore.

it wouldnt be so bad if we had some kind of doc's explaining how to setup stuff for a TC.

WorstAim
11-20-2004, 11:25 PM
I'm guessing that this tedious language will discourage people from making new mods, and shorten T:V's lifespan. Even now, T1 still has new mods coming out because its easy for anyone to learn. T:V is not like that, and people will get depressed when trying to make mods, and probably give up. At the beginning of the year, I started learning Java, with no previous knowledge, and taught myself the language. It was a little hard at first, but its easy stuff now (I even made the string::getSubStr(), string::findSubStr(), string::getLength(), getWord(), echo(), file::delete(), and export() functions) T:V is very hard and complex compared to java. It resembles it in a little way, but is much harder to figure out the syntax of. Not to mention there is no documentation, and everything is hidden away where we can't get at it.

By the way:

actually, setting what spawn armor is set to is a per-map setting. when mapping and setting down spawn points, they all have a field for combat_role or something like that name. you can choose to spawn a player in the default medium, light, heavy, or even custom make a loadout. it all has to do with the map.


Thats effing ridiculous.

Cinderkarst
11-21-2004, 01:16 AM
Ease of modding doesn't necessarily make for better mods. It makes for MORE mods, yes. I'd much rather see the half-baked War200x derived mods die on the table than make it out the door. I know of three decent mods in the works (SS, GTW, and Ren) with a great deal of effort going into each.

Weapon/pack-wise the possibilities are endless as far as I know. It's just a matter of being able to give the player access to them, which means you'll have to work with the inventory screen. I would talk to other modders and see how they got the weps to work for them.

KnightMare
11-21-2004, 01:40 AM
its map based?jesus fucking christ.

Shad0w
11-21-2004, 06:30 AM
I agree with you Cinderkarst 100%..Its just the total lack of info on How To setup things for say a TC mod..Stuff like the devKit not working ,the community had to get it working. Cant make simple changes with out getting file mismatch errors etc..
The code its self isnt bad at all, its that this engine doesnt follow any of the known ut methods to get mutators/mod up and running.
Its just making alot of the scripters/modders frustrated, and i have to agree with them.

Plasmatic
11-21-2004, 07:50 PM
Ease of modding doesn't necessarily make for better mods.I'll have to disagree with you on this point.

Complicated modding only ensures that less people will attempt it, and stifles creativity. I'd rather see those crappy mods released with source code, so beginning modders can learn. Crappy mods will die, and the cream will rise to the top.