Multiplayer First Person Shooter
From the earliest PadMaps came the mod PadWorld, and now from that distinguished provenance comes the next evolution, the World of Padman Standalone. Developed and headed by the professional cartoonist and illustrator ENTE and his team, PadWorld Entertainment proudly present a free multiplayer standalone game for Windows, MacOS, and Linux that's powered by an extended ioQuake3-engine.
This Tutorial explains how to get the files needed for modding and further information.
Posted by The_Brain on Jul 14th, 2008 digg this super bookmark
Basic Starting a mod.
Before you start modding for World of Padman you will need to know a few things. First of all you should have some programming-knowledge. WoP's gamecode is written in C.
You should also know how to use a SVN-repistory.
There are also game-specific things as QVMs and PK3s. The game uses pk3-files for almost all of it's data. Pk3-files are simply ZIP-files, with or without compression.
WoP consists of the Engine and the Gamecode. Usually the gamecode is all you need for modding, as it contains the higher level parts of ui (User Interface), cgame (Client Game) and game (Server).
As WoP bases upon the ioQuake-Engine, modding WoP is almost the same as modding any other Quake3-Style game.
This is what you will need to edit for your mod. WoP's gamecode is available in SVN only, located at Sourceforge.
The best way is to download the current version from /tags, as the trunk might not be stable. Once downloaded you will have all the files needed for modding. These are the binary-tools inside /bin and the code itself in /code.
In order to get your mod into the game you will need to compile it. It's best to use the qvm's, as they will run under any platform the engine has been ported to. Within Unix this is very easy.
Simply run make inside the part of the code you want to compile (i.e. ui, game, cgame). You can even run make pak inside the downloaded SVN (more on this in the next chapter). Your qvm will be placed inside /wop/vm below the downloaded SVN or inside /wop for the pakxx.pk3.
Windows is a bit more tricky. You will need to run the specific .bat-File (i.e. ui.bat, game.bat, cgame.bat). The compiled qvm's will be stored inside \WorldOfPadman\wop\vm\ on the harddrive the downloaded SVN is located on.
To test your mod you will need to put some files together. But first of all, create a folder where your mod's files will be stored. For example you could create a folder C:\Program Files\World of Padman\mymod\ (Windows) or ~/.WoPadman/mymod/ or /usr/local/games/WoP/mymod/ for Linux/Unix.
If you have only edited the server-side part of the gamecode you will only need to put this into your mod's folder. To do so, copy the compiled qagame.qvm inside a /vm subfolder inside your mod's directory. If you have edited more, you will need to create a pk3-file. This is basically a zip-File. It must consist of a folder called vm which contains all the qvm's (i.e. ui.qvm, qagame.qvm, cgame.qvm). Put this pk3 inside the mod's directory.
Now start WoP and select your Mod under Mods. The name ingame will be the name you gave your folder.
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Nice to see someone else posting tutorials here. Keep on. ;)
Nice work Braini ;).
great.... this is exactly what i need :)