TheWhiteRaider Posted October 14, 2002 Share Posted October 14, 2002 It is possible to combine mods, but there must be something for this to work. The authors of both mods must release source codes. Mods are like metals. You can not take a 20 pound block steel and make it into something with out melting it down first right? Same with mods. They can not be changed with out the source code. And you can't join two blocks of steel with out melting them both down right? Same with mods. You must have both source codes to combine mods. So it is possible to do this. And we do encourage you to ask about this, but I thought this might help explain somethings about mods. Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted October 15, 2002 Share Posted October 15, 2002 I appreciate the answer in my thread, btw. I'm familiar with coding, and compiling...so that's not the problem. I just didn't want to have to try and combine them, since I'm not familiar with either mod's source code. I encourage those who wish to combine mods to do two things: 1.) Get the original author's permission 2.) If you don't know how to code, have someone else compile for you. Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 It is possible to run two Mods at the same time, but it requires the Mods to not have majorily conflicting codes. I'm not sure how it works exactly, but I believe it involves the code being handled in sectional packets. Link to comment Share on other sites More sharing options...
TheWhiteRaider Posted October 15, 2002 Author Share Posted October 15, 2002 Yes, but I think admin mod and the jetpack would conflict. Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 Well, it depends on how the jetpack and admin bots were coded. If they keep stricted to their sections of the code, they should work correctly together. Link to comment Share on other sites More sharing options...
TheWhiteRaider Posted October 15, 2002 Author Share Posted October 15, 2002 I got back from trying to run both at the same time. It doesn't work. Sorry to say. Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 Well, they must cross wired SOMEWHERE then. I'll have to find out how the JK2 engine handles Mod loading. Link to comment Share on other sites More sharing options...
The Eternal Posted October 15, 2002 Share Posted October 15, 2002 afaik exactly the same as quake3 (seems logical imo... useless to change the loading scheme.. well for multiplayer code at least) if it's anything the same it's completely impossible to run two mods at the same time. qvm's are basically dll's, and i'm not completely sure, but i don't think jk2 checks what functions in what dll's are diffrent from the defaults and calls the diffrent ones.. that's just silly.. it just loads on of the two mods.. but it COULD work if for example the jetpack is just serverside and the other mod is just clientside (heh not that that will happen ) but i might be wrong and jk2 might have diffrent dll loading stuff.. but making that just seems too faulty to implement.. (99% of the 'merges' would go wrong anyway) maybe the jk2 team itself can explain it better but i do not thing they changed the dll loading code at all, or at least not much diffrence from the q3 code. Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 Well, there are SOME Mods that are compatible with each other. I haven't tried very many of them but they ARE possible. Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 15, 2002 Share Posted October 15, 2002 2 mod's are compatible if they do not use the same qvm files. a game only mod would work with a cgame or ui only mod or a mod wich uses no qvm files Link to comment Share on other sites More sharing options...
Tchouky Posted October 15, 2002 Share Posted October 15, 2002 actually i think you could create something like the METAMOD for half life ... with qvm hooking.... and allow multiple server sides mods..... that would be hard but not impossible .... Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 But THAT'S CRAZY TALK! Link to comment Share on other sites More sharing options...
Tchouky Posted October 15, 2002 Share Posted October 15, 2002 not that crazy... Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 sounds overly complicated. You don't need to have overlapping code, you only want to use one code feature at a time, anyway. You could just come up just come up with a code "plug-in" system. But ether way, it would require a lot more effort than it's worth unless you were creating a totally new game anyway. EDIT: I just realized that's basically the same system TCK just mentioned. I just misread what he meant. My bad. Link to comment Share on other sites More sharing options...
The Eternal Posted October 16, 2002 Share Posted October 16, 2002 Originally posted by Jaii der Herr 2 mod's are compatible if they do not use the same qvm files. a game only mod would work with a cgame or ui only mod or a mod wich uses no qvm files that's exactly what i said Link to comment Share on other sites More sharing options...
The Eternal Posted October 16, 2002 Share Posted October 16, 2002 such a system would mean making dll's out of qvms.. OR making a custom qvm executing system (also almost impossible when not using dlls). if you would use dll's it shouldn't be too hard really.. just create seperate systems for all parts.. (bot system, client graphics system, gameplay system etc..) but you wouldn't be able to change too much simply because if you have a gameplay system that needs specific graphics you can't use a seperate graphics system anymore... this limites the functions so much it's basically easier to merge two mods... Link to comment Share on other sites More sharing options...
Dest Posted October 16, 2002 Share Posted October 16, 2002 It wouldn't be too hard to make a metamod type plugin. You just have to hook the qvms like they do in quake 3 hacks and then pull code from which ever function you want. Link to comment Share on other sites More sharing options...
Kyle098 Posted October 16, 2002 Share Posted October 16, 2002 wait whats a metamod? Link to comment Share on other sites More sharing options...
razorace Posted October 17, 2002 Share Posted October 17, 2002 Well, why would we want to? It would change the modding format. Link to comment Share on other sites More sharing options...
The Eternal Posted October 17, 2002 Share Posted October 17, 2002 since jk2 is basically win32 only why even BOTHER hooking qvm's at all (also i don't think you can really hook into qvm's unless you know the exact specification maybe) i mean.. since it's win32 why don't just add some dll's or atleast hook them from within the code and compile the code as dll's instead of qvms, that would be easy.. but still useless to do really... too much work for too little.. Link to comment Share on other sites More sharing options...
Tchouky Posted October 17, 2002 Share Posted October 17, 2002 Kyle098 => go to metamod.org razorace => no it won't change the modding format... The Eternal => what about linux servers? they won't support dlls unless they have wine installed... too much work for too little.. i agree, i just said it was possible to combine mod.... Link to comment Share on other sites More sharing options...
The Eternal Posted October 17, 2002 Share Posted October 17, 2002 oh right linux servers but it was also just a statement.. dll's are less secure, and less supporting. but they could work, but if you would use just qvms it would almost be impossible. So linux servers not being able to load such a mod is even a bigger counter to the idea Link to comment Share on other sites More sharing options...
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