The Mod Squad
Devil's BSD writes "Popular Science has a new article in this month's issue about gaming mods. It contains a nice history of mods, touches on mods for the Big Three gaming systems today (as well as those for computer games), and a beginner's guide to mods. Interesting, but not much new for the l33t h4x0rs out there though."
I remember doing my own (simple) DOOM mods. Then came Quake and I loved the mods, expecially CTF, even played semi-professionally for a little bit.
However, after hardware advanced too fast for me to be able to afford upgrades, I have pretty much left the gaming scene entirely.
It was damn fun, though.
"Alcohol, Tobacco, Firearms, and Explosives" should be a convenience store, not a government agency.
...how many games do you really want to see the characters naked in?
"In a 32-bit world, you're a 2-bit user. You've got your own newsgroup, alt.total.loser." -Weird Al
When I hear the word "mod", the first thing I think of is Counter-Strike. If you don't know what that is, you should get out of that hole you've been living in! :) It's a tatical terrorist vs. counter-terrorist mod to Half-Life. A few months ago there we're about 13,000(yes, THOUSAND) active servers. Now there's only a few thousand, but it's more then any other mods I believe. It must be by chance that this story was posted right after I've been playing CS for the first time in a couple of months.
http://www.counter-strike.net
There are some pretty decent Metroid mods that run on NES emulators as well.
I still have them. IIRC, I think they work well in jDoom too. :)
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
For example with Day of Defeat mod for Half-Life, HL is like a few years old and yet the mod is very popular. v3.0 beta just came out a few days ago and I am in awe with this mod.
:)
Sure, the game engine uses outdated engine, but the fun is there. Now, if I could just play this awesome WWII mod in Linux (no Wine and stuff).
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
DoD Web site. I think it is gaining more players and to me, this mod is much funner.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
I'm more of a gaming rocker myself.
were you expecting to see a sig here? perhaps you'd rather see the inside of an ambulance!
The PS author and editors blow it big time when they outright claim that all games are devoid of standard copyright protections against modification/alteration/derivative works. The blanket statement of "Although modifying began among hard-core hackers, it's not illegal." is just flat wrong, except where game publishers openly invite this activity.
Urban Terror is a great Quake3 mod. It runs natively under linux, there's hardly any cheatz, and the community is strong, with the developers taking an active role.
Don't forget BS Zelda. It's a remake of The Legend of Zelda for SNES by a third party (I think). Download, flash and play for the SNES - they were ahead of their time.
Can anyone who actually had one of these Satellaview systems explain it in better detail? I've only seen the roms, and I'd be awfully curious as to how it worked.
There's already a booming mod commnuity for GTA3(pc version). SOmeone's making a whole new city with various tweaks here and there.
Man would I like to have GTA Twin Cities. There's also simple mods you can do, like make a car 15K pounds heavy, and any collision sends a car flying in the opposite direction.
The article is already /.ed so I need to ask.... was there any discussion about the support that devopers give to the mod community? I am not specifically talking about mapping and level designs but rather new game concepts adapted from the original.
Id Software seemed to start the mainstream trend with the Doom engine being easily adapted with the good folk that developed the right tools. Then Valve software came along and gave the fledging mod community a BIG helping hand to the point where they enter "partnerships" with the better and more popular mods (ie. CS of course). Even games like Morrowind and NWN ship with tools that say "Use Me !!!" to custom design or alter adventures. It almost seems expected of a developer to offer the extra incentive for what is probably the minority of users to keep the game "alive" until the next game by a developer is released... what with the 2-3 year development times now.
- HeXa
I began a whole lot longer before that, Go back to the 70s/80s where people with their 'big three' home computers starting out by modifying BASIC from a tape program or type-in listing (Yep I remember giving the mansters in Cursor's Dungeon silly names and myself better recharge stats)
A Few years later as 8-bit computing progressed many pirates added extras to their 'cracked' games (which they called 'trainers' added such options as too many lives, indesctructible, level jump, etc.)
Next the designers themseleves were modding their own games before release, type in this combo or do that joystick move to get free lives, etc.
The article is old news to me.
"Enjoy what you're doing! If it becomes drudgery, you're doing it wrong!" - Jim Butterfield
That would be a snow plow. People in the Twin Cities are quite good at driving into those, with the effect that you describe.
--
E_NOSIG
can anyone recommend a good book or website that one could use to learn basic info about how to get started with game modding...and i'm not talking about just doing a google search on game modding...i can do that...i'm looking for some resources that people have successfully used to learn how to mod a game, etc...i am an experienced programmer, but i've never really taken the time (not that i have much free time) to fool around with game modding...and even if i did have the time, i wouldn't know where to begin...anyone have any good how-to's, etc...?
"Facts are meaningless. You could use facts to prove anything that's even remotely true." - Homer Simpson
So you're a 'gawker'?
Here's the Link to prove it!
To bring this bad bwoy back onto topic-
I wonder what the half-life (pun intended) of most mods are. And for that matter, given the necessary hardware update, I wonder what the full lifecycle of a mod-player is- from newbie to retired geriatric in 1 year? Under a year?
That's why I stick to consoles.
P.S. -Makes me want to listen to "Twiggy twiggy" by Pizzicato 5...
In the future, I would want to not be isolated from my friends in the Space Station.