Jump to content

Home

mod program


Samuel Dravis

Recommended Posts

I was thinking, If we made a mod manager program that let you turn on/off different mods easily, it would make possible the inclusion of multiple saber mods and others like that. The settings would obviously be defaulted to the mods that are voted best. What do you guys think?

 

If you all think this idea is good, I'll have a go at it. :)

Link to comment
Share on other sites

Well, I'm thinking that that would be unnessicary. The best solution would be to treat blade mods/saber sounds like model types that people can pick and choose from the menus. That way everyone could use what they want and see what other people are using.

 

Since this is probably a big deal to a lot of people, I'll probably do this first once the SDK comes out (for warn up). :) After that, I'm going to be doing the saber system.

Link to comment
Share on other sites

OK. But that depends on the SDK. Do you have any idea on when it's coming out?

 

This program might also be good independent of OJP. I generally find myself using in excess of 10 mods all the time, and testing new ones frequently. It could come in handy, but I won't bother if no one's interested.

Link to comment
Share on other sites

First off, don't compare Dreamweaver to this because that's an enormous exageration. There are endless possibilities with web sites, not with pre-made mods. It's not like this thing is generating the mods for you.

 

If you really use that many mods off & on, I suggest you make a batch file to swap the files around for you then create shortcuts to those batch files (or batch file with switches for each mod, which is how I would do it) & then that would do the same thing that any proggy would do. Compiling a program specifically for this is an overkill IMO.

 

Secondly, you wouldn't be choosing any mods via the menus really, what you would be doing is choosing your lightsaber & each saber could have it's own sound, blade, etc; etc. so it's like what Razorace was saying but a bit more automatic.

 

While we're on that topic Razor, I think that there should be a "AllowNoBlade" CVar for the hilt scripts which can be set to 0 or 1. The purpose would be for allowing/not allowing glowing blades for sword hilts, this way non-sword hilts wouldn't show no blade even though there is one.

Link to comment
Share on other sites

Originally posted by Samuel Dravis

OK, I get the picture, it's not useful enough to bother with...

 

As for using batch files, they are not easy enough to use, so I have vbscript files to move them around.

I've never had a problem with using them - never. If it is not working properly then whomever set it up did it wrong. Checking to see what .pk3 files are there, moving any ones that shouldn't be there & moving the one you want it to can all be covered in 1 batch file with all of your mods. If you would like a demonstration on it, my contact info is in my sig.
Link to comment
Share on other sites

Is any of the filesystem code in the JO game code? I doubt it, but if it is, it would be possible to load additional mods straight in the game itself. Infact, you wouldn't need access to that code, I think. Since we're working with DLLs now, we're not limited to the base directory, so we should be able to load PK3s (can we load arbitary PK3s?) from other mod folders.

Link to comment
Share on other sites

Uh, yeah, I know that, and I'm offering a solution that's far better, by simply allowing you to enable multiple mods right in a menu.

 

It's not different on NTFS, I think you mean systems running NT, they have slightly different commands.

Link to comment
Share on other sites

Originally posted by Emon

It's not different on NTFS, I think you mean systems running NT, they have slightly different commands.

It is the file system. I had batch files that worked fine in Win98 & then would only work on some XP OS's. The ones that the batch file did not work on, were NTFS systems. They were just slightly different commands but there is a differance there none-the-less.
Originally posted by razorace

Well, I don't know. I think it would be a lot of work for not since you can only run one mod of each "type" at a time.

You already said you were going to do this when we were talking about using different sounds/blades for different hilts. I said just make it set up via the saber.sab file & you said you wanted to make it available in console too. This is no different, so I don't understand why you're like "I don't know".
Link to comment
Share on other sites

Yeah. The problem is that I don't have any other games made with Q3 (except a demo of CoD & EF2). So right now I'll just make it for JKA, but I'll make it plugin compatible (I'm making ConfigED plugin-compatible also). Someone else that has the other games would have to make the plugin(s) to put into it.

 

If it's made, I think it will be called "uiED" (I was thinking about juiED, *Jedi user interface editor* with a play on words to GUI. but that would make it more oriented to a single game.)

 

And yes, the name is very important at this stage. I have to have something to save the project file as. :D

 

One person isn't the exact reaction that I was hoping for... but I guess that can be overlooked because of your illustrious status. ;)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...