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Wouldn't it be great if a program like this existed? (Forums : Development Banter : Wouldn't it be great if a program like this existed?) Locked
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Nov 26 2004 Anchor

making your own models and maps is already custom enough and 100% your work, so when it comes to the hardest part, coding the actual mod and making the AI work and everything, why cant there be a program that lets you adjust everything you want, like the rules and health or w/e? that way you still have your very own mod with your maps and models, but the annoying and complicated part done easily and faster. there’s a lot of people like me that like making maps and the other parts, but when it comes to coding, its not always going to be so easy to find someone to help. and if you're like me, you don’t have a good enough attention span to focus on learning modeling. (btw, it took me more then a year to learn Worldcraft/Hammer because I would always give up) anyway.....

basically what I just said if you didn’t feel like reading a boring paragraph, here’s the summary:

A program that takes all the custom maps and models you made and then lets you edit your own rules and everything you normally would do with the SDK or w/e and then wraps the whole thing up and makes making mods easier and faster.

any comments???

Epi7aph
Epi7aph I listen to albums. (Formally StormÇrøw)
Nov 26 2004 Anchor

It would mean more people wouldnt post here asking for coders :D

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CyanideCotdPnuts
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Nov 26 2004 Anchor

It would mean people would have to find coders to code such a tool that is applicable to EVERY game.

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Nov 26 2004 Anchor

well i didnt mean a program like that for every game...perferably half life 1 and 2 since thats the most popular game to mod and request help for

Nov 26 2004 Anchor

Its possible, but then every mod would feel the same. No special particle effects, most half life huds need code, guns sometimes need to work different, map enities need to be made.

Coding is as much an art as graphics and writing.

Nov 26 2004 Anchor

ok well if it just did the hardest parts that dont have to do with effects or unique custom stuff like that. im saying the hard stuff like making the actaull finished mod a working product with the dlls and "stuff".

~ insert expert knowledge where "stuff" is ~

Nov 26 2004 Anchor

Really, it'd be good for putting out a alpha, but I wouldn't make a release on it.

Actually, this seems possible in php really, for basic frameworking up weapons code and players.

Fill in the blanks, it generates, paste into client.dll.

Got to talk to some c++ coders though..... CHEAPY! (he'll hate me for calling him a c++ coder, but yea,)

Epi7aph
Epi7aph I listen to albums. (Formally StormÇrøw)
Nov 26 2004 Anchor

go to a C++ Nerd Forum?

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Nov 26 2004 Anchor

do you think i could take this idea to the "Help Wanted" section even though its not a mod?

leilei
leilei The person who doesn't like anything
Nov 26 2004 Anchor

skills.cfg has enough damage adjustments that you need in a hl mod.

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Nov 26 2004 Anchor

StormÇrøw wrote: go to a C++ Nerd Forum?

if i asked a c++ guy here, its more likely ill get help bc he'll prob be more interested in mods if hes here instead of a random nerd on a diff forum

Nov 26 2004 Anchor

whaaa?

Edited by: duckedtapedemon

Nov 26 2004 Anchor

duckedtapedemon wrote: whaaa?

whats not to understand?

Epi7aph
Epi7aph I listen to albums. (Formally StormÇrøw)
Nov 26 2004 Anchor

he basically means wtf *cough*SPAM!*cough*

you never know, C++ Nerds might have some time on their hands

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Nov 26 2004 Anchor

The~David~Cult wrote: do you think i could take this idea to the "Help Wanted" section even though its not a mod?

Epi7aph
Epi7aph I listen to albums. (Formally StormÇrøw)
Nov 26 2004 Anchor

yes, you could but beware flaming :S

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Nov 27 2004 Anchor

The~David~Cult: That type of program would be very nice for games like BF42, Rome Total War and all the like. However, Half Life 1 + 2 have a modding capability which makes every mod unique. If we all went with the same standards instead of making our own, all HL2 mods would end up alike in several ways. Take for example, weapons. One mod's coders might decide to code a weapon in the same way HL2SP does. Then, my mod might decide we don't exactly like the way its done in HL2. Instead of bringing up a program that would lead to the same thing, we open up our SDK and change how the crosshair works, change the ammo so its measured in clips instead of bullets, ect. Finally, do you realize how many factors exist in every aspect of coding? You have to find one heck of a team of coders to put together a successful program.

Nov 27 2004 Anchor

GeneralTimothyC wrote: The~David~Cult: That type of program would be very nice for games like BF42, Rome Total War and all the like. However, Half Life 1 + 2 have a modding capability which makes every mod unique. If we all went with the same standards instead of making our own, all HL2 mods would end up alike in several ways. Take for example, weapons. One mod's coders might decide to code a weapon in the same way HL2SP does. Then, my mod might decide we don't exactly like the way its done in HL2. Instead of bringing up a program that would lead to the same thing, we open up our SDK and change how the crosshair works, change the ammo so its measured in clips instead of bullets, ect. Finally, do you realize how many factors exist in every aspect of coding? You have to find one heck of a team of coders to put together a successful program.


ok but read what i said

The~David~Cult wrote: ok well if it just did the hardest parts that dont have to do with effects or unique custom stuff like that. im saying the hard stuff like making the actaull finished mod a working product with the dlls and "stuff".


someone else said what you said so i modified my idea

ImTheDarkcyde
ImTheDarkcyde ¯\(º_o)/¯
Nov 27 2004 Anchor

there are a few programs like what you're talking about

reality factory (google it) , pretty much like that. all you gotta do is learn a REALLY easy scripting language for it

there is also an FPS making program, that even comes with a crapload of weapon models n'scrips and stuff

Nov 27 2004 Anchor

how do i google something so narrow and specific like that and get good results?

Nov 27 2004 Anchor

"reality factory game engine" Wow, that was difficult. First site on there: Realityfactory.ca

For the FPS making program, I think Darkcyde meant the site that I posted before: Fpscreator.com

Edited by (in order): Karuto, Karuto

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Nov 27 2004 Anchor

Karuto wrote: "reality factory game engine" Wow, that was difficult. First site on there: Realityfactory.ca

For the FPS making program, I think Darkcyde meant the site that I posted before: Fpscreator.com


duhh thats not what i meant. those programs arnt usefull for me. i meant how do i take my idea and find something jsut like it...

where did i say that i wanted to make my own game??

Edited by: Chunky

Nov 28 2004 Anchor

Making a mod is usually the same if its a total conversion, your getting your own style of play out of an existing engine.

With those things you are doing the same thing roughly, your making your image on an engine thats out there. They might be a little more or less flexible depending on the product though.

The pro's of mods are that many games have HUGE fanbases and press support. Counter-Strike is as well known as mario. The cons of mods are that you need to own the game for the mod to run, you usually can't sell it if you wanted, and for some games its actually illigal to mod the game.

The pro's of a game maker are that you can make your game free or sell it, and if you make it free it can be downloaded by anyone. The cons are that sometimes they feel the same, and you may also get looked down on for using one. Also there may be less press support in some aspects, there are dozens of good games and game engines out there that are feeeware and no one has heard of.

So theres really nothing wrong with making your own game.
Moddb even accepts them.

Edited by (in order): duckedtapedemon, duckedtapedemon, duckedtapedemon, duckedtapedemon

Nov 28 2004 Anchor

last night while i was falling asleep i relized that there are too many gaps in my idea. this idea was going to be for the people that need coders but cant hire one because no coder will join. im afraid that if i work really hard on a mod and get everything set up, then when it comes time to do the final parts, i wont be able to hire a coder.

so thats why im going to think of some kind of reward when it becomes time so that a coder will want to join even if he doesnt like the idea :)

INtense!
INtense! End Boss
Nov 28 2004 Anchor

The idea is possible and isn't a bad one persay but it would not be used to make serious mods. I mean its best use would be quickly wrapping up all models / maps you have done for a bit of testing. Oh and by all means post this in help wanted. it is mod related afterall.

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