dumbledore Posted April 15, 2007 Share Posted April 15, 2007 i thought this would be a good place to post this. i've created a new mod sdk which, unlike the universal sdk, acts as a sort of "layer" between the engine and existing mod dlls, therefore letting you additionally mod existing mods without needing access to their source code. the idea is pretty simple, and i'm sure a quick look-over of the code should prove enlightening. i've only tested this code with dev-cpp and the mingw compiler (the game module also compiles and runs on linux with gcc) so i'd appreciate if someone could give it a run-over with msvc, i know there are some compiler differences but nothing should be too severe. in the included code i've put in a simple console command mod in each of the three dlls (cgame, ui, game) which makes it so a client typing /layer_(cgame, ui, game) will receive a simple version message verifying that the mod works. http://files.filefront.com/jka_mp_sdk___mod_in_modzip/;7241388;/fileinfo.html Link to comment Share on other sites More sharing options...
Gamall Ida Posted April 15, 2007 Share Posted April 15, 2007 Sounds good... so i'd appreciate if someone could give it a run-over with msvc, i know there are some compiler differences but nothing should be too severe. Yields one error in VC++ 2005 : g_main.c(463) : error C2059: erreur de syntaxe : '}' I think it doesn't like the empty gameCvarTable[] ... adding a dummy cvar seems to quench the error. Link to comment Share on other sites More sharing options...
razorace Posted April 15, 2007 Share Posted April 15, 2007 Interesting concept, but wouldn't it rely on the common structs being identical? Link to comment Share on other sites More sharing options...
dumbledore Posted April 16, 2007 Author Share Posted April 16, 2007 not necessarily, since the interface remains the same (vmmain, trap calls) unless you could change the engine. the only time struct changes would become a problem is if you tried to access the structs from the real dll directly (which would take some memory hacking anyway). Link to comment Share on other sites More sharing options...
razorace Posted April 16, 2007 Share Posted April 16, 2007 So, which code is defining those structs then? your code or the other mod code? Link to comment Share on other sites More sharing options...
dumbledore Posted April 16, 2007 Author Share Posted April 16, 2007 the other mod code remains unchanged of course; my code defines them as it needs. Link to comment Share on other sites More sharing options...
razorace Posted April 16, 2007 Share Posted April 16, 2007 What if you don't know how they are defined in the other mod? Link to comment Share on other sites More sharing options...
dumbledore Posted April 16, 2007 Author Share Posted April 16, 2007 what you don't know can't hurt you - the structs dont really need to match completely, after all. Link to comment Share on other sites More sharing options...
razorace Posted April 16, 2007 Share Posted April 16, 2007 mmm, I don't think that's really true. Differences in the common defines could cause all kinds of problems. Link to comment Share on other sites More sharing options...
ensiform Posted April 16, 2007 Share Posted April 16, 2007 How does that one Multi Mod thingy work then? I forget what its called, but it works for like all Q3 engine games... Even with qvm. Link to comment Share on other sites More sharing options...
dumbledore Posted April 17, 2007 Author Share Posted April 17, 2007 mmm, I don't think that's really true. Differences in the common defines could cause all kinds of problems. as i said before, you can't change the vm interface without access to the engine so it really doesn't matter, and all the essential structs can't be changed. [edit] looking back over this thread, i don't think you're really understanding what this is doing exactly, have you looked over the code? Link to comment Share on other sites More sharing options...
stubert Posted July 21, 2007 Share Posted July 21, 2007 teh, brah, did you provide hooks that would be called to run mod mods? Link to comment Share on other sites More sharing options...
Griswald Posted July 22, 2007 Share Posted July 22, 2007 *smacks stubert's fingers* Bad stubert! Let old threads die. XD Link to comment Share on other sites More sharing options...
stubert Posted July 22, 2007 Share Posted July 22, 2007 Link to comment Share on other sites More sharing options...
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