Game Development Community

To begin a mod

by Thijs Sloesen · in Torque Game Engine · 03/19/2003 (2:29 pm) · 4 replies

Hi,

I'm thinking about a simple game in Torque (in stead of a bit of hacking and trying I did 'till now :p). Creating a mod is the way to go for most games, I assume, but I'm kinda wondering what the best way is to start a new mod.

Should I just make a new directory, like the "rw" dir for Realmwars? Or could I best just modify the files in the "fps" dir? I'm not completely up-to-date on the cvs subject, so I'm not sure if modifying existing files prevents them from being updated by the cvs server later on.

Anybody there who can give me a hint? Thanks a lot in advance!

Best Regards,

Thijs

#1
03/19/2003 (2:43 pm)
modifying the files will make it so they wont update properly

I would say create a new folder copy contents, modify.
then you can move over any updates you download.
#2
03/19/2003 (3:51 pm)
The method I've been using and found to work well so far is to make new directories and then use packages in the new script files to olerload those functions where you need to intercept behavior or add new functionality. You can overload functions like OnServerCreated or GameConnection::createPlayer to get started loading up your own scripts like they do in the examples. Its been working great that way for me and takes very little work when i update the original c++ and script files. I try to use the Parent::method() calls as often as possible so as to avoid having to reconstruct new script functions if the originals change a little here and there as well.
#3
03/21/2003 (8:23 am)
Jim Rowley: So you're saying to make a new dir in example/, and put the new scripts in there, and only make minor differences to the scripts in fps/, to make sure the scripts in the new dir are loaded?
#4
03/23/2003 (3:03 am)
Jim,

I'm curious on to how your modding. Although Im making a new game, I'm still using the FPS folder for my game.

Can you please expand on your explanation? Please.

Thanks.

Alex