Poll

Should I create a mod off of Dp or Tremulous?

Tremulous
1 (10%)
Source
0 (0%)
Quake III
3 (30%)
Other
6 (60%)

Total Members Voted: 10

Voting closed: June 20, 2008, 06:15:04 PM

Author Topic: Creating A Mod  (Read 3413 times)

Apocalypse

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Creating A Mod
« on: May 30, 2008, 06:15:04 PM »
I'm planning on making a mod not a paintball game but sort of like a S.W.A.T. team one where you have to kill the criminals one team are members of S.W.A.T. and one team are criminals. Will be based in big citys such as New York Toronto LA etc. so it will have many detailed models and textures. just wondering which engine would handle this type of thing best and which I should use. I'm quite familiar with the DP engine but the Tremulous one seems to me to be able to handle detailed textures and models better. I've already started work on a few models all though I do have troubles with models. Anyways which should it be Tremulous, DP or something else?
Edit: DP is out added Source and Quake III
« Last Edit: May 31, 2008, 02:26:47 PM by Apocalypse »

Garrett

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Re: Creating A Mod
« Reply #1 on: May 30, 2008, 07:15:25 PM »
The dp engine is one of a kind an modding it would just make more work for you in my opinion. 

P!nk

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_
« Reply #2 on: May 30, 2008, 08:35:09 PM »
Post removed
« Last Edit: July 26, 2010, 01:55:30 AM by P!nk »

Eiii

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Re: Creating A Mod
« Reply #3 on: May 30, 2008, 09:10:33 PM »
OpenArena.

y00tz

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Re: Creating A Mod
« Reply #4 on: May 30, 2008, 11:19:50 PM »
Why not the Source engine?

Apocalypse

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Re: Creating A Mod
« Reply #5 on: May 31, 2008, 12:17:57 PM »
Just to make it easier could those of you who suggest new ideas please post links to downloads. For example I have no idea where to get the source engine although from what I have seen that uses it it may work well for this.

y00tz

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Re: Creating A Mod
« Reply #6 on: May 31, 2008, 01:23:02 PM »
Do you have Half-Life 2?

Apocalypse

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Re: Creating A Mod
« Reply #7 on: May 31, 2008, 01:24:18 PM »
No I don't may just go on and use torrents for the source though.

y00tz

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Re: Creating A Mod
« Reply #8 on: May 31, 2008, 01:24:56 PM »
*smacks his forehead*

heh, looong time since a good y00tzism
« Last Edit: May 31, 2008, 01:46:37 PM by y00tz »

ViciouZ

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Re: Creating A Mod
« Reply #9 on: May 31, 2008, 01:33:52 PM »
*smacks his forever*

You have a forever? I've been looking for one for those for soooo long!

TinMan

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Re: Creating A Mod
« Reply #10 on: May 31, 2008, 02:14:32 PM »
Since dpball and Tremulous are both ALREADY mods, I'd say you should make something off an actual base engine, e.g. Quake II or Quake III.

What kind of mod are you looking to make? It really depends on what the game will have in it what engine you should use. I've been using Qfusion for a lot of stuff lately, it's pretty leet for a Quake engine.

Apocalypse

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Re: Creating A Mod
« Reply #11 on: May 31, 2008, 02:23:21 PM »
I was specifically looking for an engine that can handle detailed textures and models and fast gameplay but still run at decent speeds. The mod will include cars as well as your regular fps. In the cars it's basically just you drive it like a racing game and then you shoot with like a pistol or mounted gun if its a two person vehicle. The out of vehicle fps is going to be in the city so detailed stuff and fast gameplay will definitely be involved. Some guns will also be able to fire quite quickly (SMGs). All together I'm hoping to keep it pretty realistic as in no trick jumping normal, speed running, walking etc. I will need quite a powerful engine to pull it off so maybe I shouldn't use the DP engine but maybe still Tremulous'.
Edit: Reset poll and changed the options.

ViciouZ

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Re: Creating A Mod
« Reply #12 on: May 31, 2008, 02:27:42 PM »
Well none of the games you've listed have vehicles, so that'll take a lot of work to add... just noticed source 

ioQuake3 is a solid base, and OpenArena content means you won't have to start everything from scratch, so I'd recommend that.

Apocalypse

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Re: Creating A Mod
« Reply #13 on: May 31, 2008, 07:03:46 PM »
Couldn't find the code for the Source engine with Bittorrent could someone post a download?

ViciouZ

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Re: Creating A Mod
« Reply #14 on: June 01, 2008, 05:59:30 AM »
Well lets start with modding 101 - you don't change the engine. You change the gamecode. If the source engine code was on the web, valve would be intercoursed - anyone could make source games. You need the source engine SDK - you can get it on steam.

Then again, there is a REALLY old version of the alpha code for half-life 2 floating around, from when some people hacked valve.

Apocalypse

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Re: Creating A Mod
« Reply #15 on: June 01, 2008, 06:49:37 AM »
Well lets start with modding 101 - you don't change the engine. You change the gamecode. If the source engine code was on the web, valve would be intercoursed - anyone could make source games. You need the source engine SDK - you can get it on steam.

Then again, there is a REALLY old version of the alpha code for half-life 2 floating around, from when some people hacked valve.
Vicouz I was looking for the code to see how it was layed out.

jitspoe

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Re: Creating A Mod
« Reply #16 on: June 04, 2008, 10:08:04 AM »
You might want to look at the qfusion (Warsow) engine, too.  If you want higher end graphics, maybe xreal (though I don't know if it's in a usable state yet).

ViciouZ

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Re: Creating A Mod
« Reply #17 on: June 04, 2008, 10:48:53 AM »
qfusion has pretty high quality graphics, especially lighting (see the site), they're just not utilised to the max in warsow.

TinMan

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Re: Creating A Mod
« Reply #18 on: June 04, 2008, 04:34:04 PM »
Xreal is amazing, but there's no solid release yet.

Apocalypse

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Re: Creating A Mod
« Reply #19 on: June 04, 2008, 06:47:56 PM »
Oh it is very nice looks like it would run extremely smoothly also I can normally decipher what they engines are written in but from now on what it is written in for example C or C++(hopefully not) or something else so if I do not know the language I don't go to look at it.