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Making Games Live Longer With Mods

rmohr02 writes: "Popular Science has an interesting article about people hacking games to get more replay value out of them. It mentions games like Quake and Doom which are still played due to the mods people distribute for them, and that the code for Doom's level editor was made free so hackers could use that code to get what they wanted. It also mentions that the next Team Fortress hack, Team Fortress 2: Brotherhood of Arms, will not be distributed for free."

174 comments

  1. And as an art project... by Tom7 · · Score: 5, Interesting

    There are some really neat experimental art mods for Quake 1.

    Check them out at www.untitled-game.org/...

    (Personally, I still play Quake 1 straight... a game doesn't stop being fun because newer games come out with flashier graphics!)

    1. Re:And as an art project... by nyquist_theorem · · Score: 0, Troll

      Thats the most ignorant web page i have ever seen. Art project? Pagemill for the VIC20 could have made something nicer... I was hoping for some screenshots - seeing how quake hasn't been installed on my computer since right said fred was topping the dance charts.

      --
      -- "Ignorance more frequently begets confidence than does knowledge." (Charles Darwin)
    2. Re:And as an art project... by Anonymous Coward · · Score: 0

      Ye gods! That site is awful!

    3. Re:And as an art project... by Stary · · Score: 2

      Great page. Not only is it horribly ugly, it's also entirely functionally broken. This, for instance, is a nice html file, no?

      --
      Tomorrow will be cancelled due to lack of interest
    4. Re:And as an art project... by Anonymous Coward · · Score: 0

      man how i hate this bourgeois "netart" shit touring from one fuckin festival to the next.

      this page shows one thing:

      artists dont care, if people are informed what their fucking work is about, as long it looks arty farty.
      man you asshole suck so much, go get some stipendia.
      FUCK your mac bitches up

    5. Re:And as an art project... by L10N · · Score: 1

      It is modern art. It is the page that put the word STYLE in CSS...

      --
      "What we do in life echoes in eternity." Maximus Decimus Meridius
    6. Re:And as an art project... by Anonymous Coward · · Score: 0

      Hey buddy, why don't you take a chill pill and relax. No need for a stroke.

    7. Re:And as an art project... by sfraggle · · Score: 2

      Not really an art project, but I am part of the Freedoom Project which is working to create a full doom game. Combined with the GPLed Doom source, when done it will result in a complete free game. Part of the hope is that Doom will continue to live on in an open (as in Open Source) fashion.

      --
      were you expecting to see a sig here? perhaps you'd rather see the inside of an ambulance!
    8. Re:And as an art project... by Tom7 · · Score: 1

      > Thats the most ignorant web page i have ever seen. Art project? Pagemill for the VIC20
      > could have made something nicer... I was hoping for some screenshots - seeing how quake
      > hasn't been installed on my computer since right said fred was topping the dance

      These are mostly modifications to the game engine itself; therefore the zip files come with the executable. You don't need to have quake installed to play. But anyway, if you don't like that kind of art, I guess you should browse elsewhere.

    9. Re:And as an art project... by Tom7 · · Score: 1

      Well, I'm sure you are just being sarcastic, but I do actually think it's a great page. If you want some context, do a search for "untitled game" and read interviews with the creator. It is more clever than most "art" I have seen.

    10. Re:And as an art project... by TotallyUseless · · Score: 1

      see where it says 'Joy!peffpwpc' at the top? That is a link to a Power PC application. My guess is for os9. wonder what that thing is!? Im not going to run it to find out :)

      --

      Time for some tasty Shiner Bock!
    11. Re:And as an art project... by Anonymous Coward · · Score: 0

      im not the one you are replying to, but i dont feel like running an untrusted app disguised as an html page. loading a 'web page' and seeing joy! at the start does not put me at ease. It is obviously a PPC app, but im not the goon to find out what it does. try following that link and making sure it is what you think it is.

  2. TF2- what a joke by Anonymous Coward · · Score: 2, Informative

    it was my impression that TF2 was a full blown game, not a mod.... and that it's a pipe dream.

    When it's released, it'll be bundled with gravy trader.

  3. Total Annihilation by Anonymous+Brave+Guy · · Score: 4, Interesting

    Perhaps this was one reason for the success of Cavedog's excellent Total Annihilation RTS. The game itself was good, but it was also designed from the word go to allow the incorporation of new units, maps, etc. Cavedog made several available on their web site over the months after the launch, and released an add-on (Core Contingency) that included whole new types of unit and terrain.

    Today, even after Cavedog are done, there are still enthusiasts out there working on quite ambitious extras, and this is something like four years after the game first hit the shelves, and when you apparently can't even buy it in the UK any more. (Anyone know a good way to get it in the UK, BTW? None of the usual shops lists it any longer, and there's nothing on UK E-bay.)

    --
    If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    1. Re:Total Annihilation by wastedbrains · · Score: 1

      Hey i didn't see your e-mail or anything so i had to reply on the board. I have Total Annihilation and the expansion and i never play it anymore. I would be willing to send it to you for the shipping costs or something. I don't know if you need the UK version for some special reason i have the regular american release.

      --
      Dan Mayer: my blog, essays, art, etc
    2. Re:Total Annihilation by FrostedWheat · · Score: 2

      HMV and Game still occasionally stock the game. Even PC World will have it in sometimes. It's usually always in the budget section.

    3. Re:Total Annihilation by tstoneman · · Score: 1

      TA is definitely the best war RTS ever. I've been playing Warcraft 3 and it is just not as good. TA had great balance, great graphics (every object was rendered in 3d), great AI, great features, and great multiplayer. Pick it up at a used software place, and get all the patches and Cavedog units. I would used to play 3-4 hours games that were more like chess matches, it was so awesome. The one really bad part of warcraft 3 is that the action happens waaaayy too fast and your heros die really easily and before you get a chance to use their spells. In fact, in the middle of a big battle, you waste too much time trying to figure out where your hero is so that you can cast the right spell. Also, you can't cue up builds which really sucks because it means you need to micromanage even more. In TA, you could speed up or slow down the game speed on the fly, but Warcraft 3 only has 3 settings, slow normal and fast. Slow is still too fast. I wish Chris Taylor would just go ahead and make TA 2. Kingdoms beautiful to look at but wasn't very fun, and Dungeon Siege was a disaster. Back to the original point, TA has been modded to death. Way before Age of Empires did it, the TA community did a Star Wars mod, and it's pretty awesome. As well, it was really easy to create your own units. It's 5 years old but still kickin'!

    4. Re:Total Annihilation by 0x0d0a · · Score: 2

      TA is easily the most impressive RTS I've ever played. It gives the player an incredible amount of control and eliminates most mandantory micromanagement.

      And the music was great. :-)

    5. Re:Total Annihilation by byran+lei · · Score: 0

      >Anyone know a good way to get it in the UK, BTW? None of the usual
      >shops lists it any longer, and there's nothing on UK E-bay.
      >
      Have you tried looking in UK department stores? Most of the retail chains like Kmart and Wal-mart in the US carry older game titles like Total Annihilation for $9.99 or less.

    6. Re:Total Annihilation by Anonymous+Brave+Guy · · Score: 1

      Thanks, I appreciate the offer, but it's for a friend, so I really need it new. I think the UK version was slightly different from the US one as well, so I'd better make sure I get that one. Thanks again, though.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    7. Re:Total Annihilation by rodolfo.borges · · Score: 1

      I see people saying TotalA is can be modded, but I think it's way too limited. Just creating new units and maps, and changing the rules a bit is not enouth.

      I (and my TotalA friends) have some great ideas for modifying the game, but it's closed, and we don't have the chance. I'm even considering creating a new RTS game from scratch.

      How hard it would be to try to get access to the code of TotalA? Certainly those enthusiasts out there already have tried.. Any ideas?

    8. Re:Total Annihilation by TheRevenant · · Score: 1

      I found Total Annihilation had a LOT of units but few of them were really terribly distinctive. Often you could win by creating large groups of random unit types and flinging them at your enemy. Being able to add new units made very little difference under these circumstances.

      OTOH, while Starcraft was technically inferior in a lot of ways, and had a lot less units, each unit felt distinctive and it mattered a _lot_ what sort of units you produced in what type of situation.

      As a result, I much preferred Starcraft. TA just felt bland.

  4. darned ROMs by digitalsushi · · Score: 2

    I'd pay 100 bucks per level for some new mariokart battle fields, and a little more for a complete circuit :-P *sigh* will the cube version never be released. Can anyone hack a game that was originally just for a gaming console? I see people doing dumb stuff like turning character sprites into vegetables and renaming the games junk like "super mario potato head".

    --
    slashdot: where everyone yells sarcastic metaphors to themselves to understand the issue
    1. Re:darned ROMs by sedawkgrep · · Score: 2

      Right now there are a lot of people working on designing/creating new Halo levels for the Xbox. There is already an 'underground' Q2 port for the Xbox, and I assume that all aftermarket maps will work with it. I also assume that if and when Q3 makes it to the xbox the same will be true.

      Ironically, it'll require true enthusiasts (read: people who'll 'hack' their console) to be able to even attempt these such things. (Usually because media cannot be read under normal circumstances)

      Isn't it funny? The people who are REALLY into the game/console and into making more with it end up being lumped with the ones who are frowned upon simply because "hacking a console is bad".

      As an aside - if MS would release a "enthusiast" license for the XDK, the Xbox would have more software for it than probably the Macintosh/OSX by 1Q 2003. (Only a slight exagerration...not intended as a flame)

      sedawkgrep

      --
      Is that a salami in my pants or am I just happy to be me?
    2. Re:darned ROMs by Eccles · · Score: 1

      Can anyone hack a game that was originally just for a gaming console?

      Given the various emulators on which you can play ROMs, I don't see why not. You would need to reverse engineer the ROM code, but then you could start hacking.

      My son is playing Zelda: Ocarina of Time right now, and I'd love to see it hacked to anti-alias the textures better, if nothing else.

      --
      Ooh, a sarcasm detector. Oh, that's a real useful invention.
    3. Re:darned ROMs by AvitarX · · Score: 1

      Yeah it's possible.

      Do a search for zelda on slashdot.

      fifth result "Rewriting the past..."

      This is a game based on a hacked Zelda.

      As far as playing on a console, I have an snes emulator for my Dreamcast, but it can't do 100% speed on many games, and all games have a frameskip of 1 at least.

      Hope this helped

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  5. TF2 not free?!?! by Morgahastu · · Score: 3, Insightful

    Maybe it is because it's not a mod. It is a completely new game. They just meant that their next project (the guys who did TF[1]) would not be free.

    1. Re:TF2 not free?!?! by Anonymous Coward · · Score: 0

      Mod parent up, it's a damn new game. I would usually be the one being nagged at for not reading the story; but I have been a long time member of the Half-Life community and I'd say Slashdot really got it wrong this time (editors may not be the cause, just a dumbass submitter). Team Fortress 2 was supposed to be a completely new game.

      Don't expect everything for free just because you use Linux and support FSF. *smirk*. Mods don't always work that way. For example, Tactical Ops[for Unreal Tournament]. It's garbage, but they charge for it. TF2 will be great and charge, and I personally will pay for it.

  6. For free? by mstyne · · Score: 5, Funny

    It also mentions that the next Team Fortress hack, Team Fortress 2: Brotherhood of Arms, will not be distributed for free.

    Just replace "for free." with ", ever.". Pretty much the same thing,

    --
    mstyne: real name, no gimmicks
  7. Mods for sale by DrVxD · · Score: 2

    Bear in mind that Counter Strike started life as an Half-Life mod. Now you can go buy it. The main difference between CS and TF2 in this respect is that TF2 seems destined to remain vapourware.

    --
    Not everything that can be measured matters; Not everything that matters can be measured.
    1. Re:Mods for sale by craqboy · · Score: 1

      not sure why you would want to buy it when you can download the free version at counterstrike.net

    2. Re:Mods for sale by DrVxD · · Score: 2

      You don't need to own Half-Life to play the retail version of CS. (Not that I can understand why anyone who likes FPS games wouldn't own HL...)

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
  8. Interesting by peterdaly · · Score: 4, Interesting

    Popular Science really did their homework with this one, which is not unusual for them. (I used to subscribe.)

    I found it scary the one of the ID software guys said people were using hooks in their software they didn't know existed. Either he doesn't know what he's talking about, or ID needs some code review. If the games really do have hooks like that they don't know about, that's all the more interesting.

    -Pete

    1. Re:Interesting by Drakin · · Score: 1

      I think it's a matter of the original coders doing something to spec "We need the engine to do this, this and this" while the mod comunity puts more though into "Ok, it does those things, but why doesn't it do this thing too?" and then make it do that thing.

    2. Re:Interesting by Artifex · · Score: 2

      I found it scary the one of the ID software guys said people were using hooks in their software they didn't know existed. Either he doesn't know what he's talking about, or ID needs some code review.

      Since the guy in question is John Romero, the quote certainly is interesting. I'd say he probably knows what he's talking about.

      It's too bad the history of "modding" didn't make it into the article. I remember when a hacked version of Gauntlet came out, that was x-rated and had little genitalia running around instead of the usual dungeon monsters. It was called "Cuntlet" and was a favorite amongst those of us who were BBSing and just hitting puberty... =)

      --
      Get off my launchpad!
    3. Re:Interesting by Anonymous Coward · · Score: 0

      I play on a TFC server that the programmer has written his own dll for. In fact the "mod" has gotten so big and complicated that you need to download files to play on the server. It has such things as in game(viewable to everyone) changable skins. New weapons and "tricks" for various classes. A literal hook(grappling hook). It is pretty amazing.

    4. Re:Interesting by Chris+Burke · · Score: 1

      A literal hook(grappling hook).

      Ugh. Sounds like "Mega TF" for Quakeworld. That's amazing? More like ancient and played out. And here's a little saying I've coined:

      Q: How do you make a shitty game?
      A: Take a good game and add a grappling hook.

      --

      The enemies of Democracy are
  9. Re:TF2- what a joke by Soul-Burn666 · · Score: 1

    "When it's released"

    We are optimic today aren't we?

    --
    ^_^
  10. Aside from UT G.O.T.Y. by Anonymous Coward · · Score: 0

    UT has been relatively update free. 436 was just another mod. It would be nice to see some of the new maps that are being created make it to a release version. New features that allow for more function control sensitivity that traversed to severs in the form of mouse and keyboard settings for those of us who don't use joy sticks would r0x0r.

    handybundler

  11. TF2 Puts Duke Nukem Forever and Blizzard to Shame by SirSlud · · Score: 2

    Just what the subject says. When you think vapourware, think TF2 .. they've probably had to swtich 3 or 4 generations of game engines underneath it throughout the ages, if they are indeed still working on it ....

    And for the record, TF is the greatest mod ever.

    --
    "Old man yells at systemd"
  12. Cool! by Dthoma · · Score: 3, Funny
    "Consider whether you would hack a DVD of the film Gladiator so that Russell Crowe was relocated from Rome to, say, a Wal-Mart parking lot in Missoula, Montana."

    Hmmm...maybe this modding business DOES have some potential after all...

    --

    Note to M1-ers: a curt but otherwise insightful message is not "Flamebait" or "Troll".

    1. Re:Cool! by tkdack · · Score: 1

      Read Earth by David Brin, one of the characters in there spends her time "modding" old movies for profit, giving them things like extra scenes, sound effect and colour.

  13. We need more open standards by mangu · · Score: 4, Insightful
    Perhaps THE long-lived game is Grand Prix Legends, it's still being sold, in more or less, the initial version, after five years. But what is really needed are open file formats for all games. There are many car-racing games out there, but most of them have proprietary track files. I would like to compare and race tracks from one game with cars from another game. I have reverse-engineered a few of them, but it's hard work. The same can be said of most other simulations and FPS games.

    I hope some day the marketeers will get a clue that it's better to sell a million mods for $10 each than fifty thousand new games at $50 each.

    1. Re:We need more open standards by Dthoma · · Score: 1

      That could be pretty interesting; having a standardised track format for most/all future racing games. It could be pretty difficult, considering how different some racing games are from each other, but I'm sure the problem could be overcome without having to homogenise them all. Or you could just mix and match tracks from different games. That could have very funny results.

      --

      Note to M1-ers: a curt but otherwise insightful message is not "Flamebait" or "Troll".

    2. Re:We need more open standards by mangu · · Score: 2

      I'm on my way there. I have cracked the Test Drive 5 and most of the Need For Speed Porsche Unleashed track formats. Now I'm working on making them compatible with each other. The NFSPU is much more complex, with breakable objects and roadside animations, but the biggest problem is that the NFSPU championship is defined inside a .DLL, the only way I have to put a new track in the game is by substituting an existing track.

    3. Re:We need more open standards by rmohr02 · · Score: 2

      Well, Warcraft II (pretty much in its original version, just adding b.net) had relatively good sales for seven years before Warcraft III came out.

  14. Again the common example: HL & Counter-Strike by Soul-Burn666 · · Score: 1

    The Half-Life engine the most used game in current online gaming due to one thing, the mods and especially CounterStrike.

    Valve software has released many tools and the SDK for creating mods. One mod becomes extremly popular. Other people think they can make cool mods too. Some of them are successful (Day Of Defeat is EXCELLENT!) and then other people make mods. The mod community is huge. Even tho the engine is really outdated...

    Also notice that the fact the engine is old actually helps the popularity since it works on almost any computer (including *nix'es under Wine whenever the native doesn't exist).

    --
    ^_^
  15. intro to programming by Alien54 · · Score: 2
    I can personally think of a few guys who got into programming by screwing with the level editor for Doom.

    Turns out things things like that are a pretty good intro.

    somehow I thing that not as many people would get into programming by tinkering with the macro language of your typical generic office suite, for example.

    we need more of this kind of stuff.

    --
    "It is a greater offense to steal men's labor, than their clothes"
    1. Re:intro to programming by Daerr · · Score: 1

      somehow I thing that not as many people would get into programming by tinkering with the macro language of your typical generic office suite, for example.
      I did. One of my first languages was FRED from Framework III. Incredibly Framework still exists, it's now Framework VII. It was owned in the III days by Ashton-Tate (remember them?) Ahh, for the days of DOS office suites...

  16. From the Department of Redundancy Department by tb3 · · Score: 2, Informative

    I guess Timothy doesn't read what Michael posts.
    Here's the same article from a week ago. Get your act together, editors!

    --

    www.lucernesys.comHorizon: Calendar-based personal finance

    1. Re:From the Department of Redundancy Department by Anonymous Coward · · Score: 0

      From the Department of Redundancy Department (Score:1, Redundant)

      Well, atleast the moderators have a sense of humor today..

    2. Re:From the Department of Redundancy Department by Anonymous Coward · · Score: 0

      i was wondering why they posted the same article again and why NO ONE FIGURED IT OUT until the 30th post....

      are we really all that brain dead? 30 posts about a article that was published just last week and no one notices?

      we are a sad, sad bunch...

    3. Re:From the Department of Redundancy Department by rmohr02 · · Score: 2

      If I'd seen that I wouldn't have submitted it this time. But it does show if you want story submissions, wait a week and resubmit a story that was already posted. After all, you already know it's /. material and that there are too many editors to keep everything straight.

    4. Re:From the Department of Redundancy Department by Anonymous Coward · · Score: 0

      I usually see nice things in PS but don't bother posting since their 'New Stuff' section is usually a month behind /. and the storys usually sucks and no one cares.

  17. Space Empires IV by Cognitive+Dissident · · Score: 2, Informative

    For those of you who can stand a game that doesn't include the term "frame rate" in its specs, there's a very nice 'low profile' strategy game called Space Empires IV which doesn't require hacking to be modded. It's designed to be altered by the users with most of the game data in external text files. Check it out, and the community of modders it has accumulated, at www.shrapnelgames.com where you can download a demo.

  18. Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha by Richard5mith · · Score: 2, Informative

    Valve haven't actually been working on TF2 properly for as long as DNF has been in production over at 3D Realms.

    Their excuse? They've written their own engine, from the ground up. And Steam, their content delivery system. And really helped their Half-Life mod community.

    3D Realms excuse? Er... I don't think they have one. Been using the Unreal engine for pretty much the whole time (started with the Q2 engine). Must be terrible team management. What they have showed (at last years E3) wasn't even that impressive.

  19. Re:TF2- more like vaporware by Burning*Cent · · Score: 2, Informative

    Let's go over the history of TF2. First it was supposed to be a mod for Quake 2, much like many of the sequels to Quake mods. Then, Valve made a deal with the guys who made TF, and TF2 was supposed to be a free-as-in-beer mod for Half-Life. Plans changed again, and it was turned into a commercially sold mod. Eventually, they changed their minds again, and decided to sell it as a separate game using the HL engine. However, several months through development, they decided to make a totally new engine for it.

    Several months ago, I went onto the messageboards at the official TF2 website, and it seems like all development has stopped. It's a shame too; I still hoped it would be good vaporware (like Diablo 2 as opposed to Diakatana).

  20. Well. by mindstrm · · Score: 2

    I think what they mean is that they used things other than the published API.

    You can be sure SOMEONE knows about it.. it just may not be an official feature.

  21. Thank You Half Life by SuperDuG · · Score: 3, Interesting
    Half life is the game to thank for the craze of make your own game out of the game you already have. While Duke Nuke Um 3D came with a level editor right on the disc it was basically Half Life and the HL SDK have made it IMO the most modable game out there. Many gamers don't even realize that they are playing halflife still and not some other game. I know many gamers who can tell you exactly what counterstrike is, but have no idea what halflife is.

    But is halflife the game to thank when it comes down to who made it possible? Nope, we still have doom in my book, the game that made everything possible. What made first person shooters and mulitlevel games the best thing since sliced bread? Doom. What gave everyone who had enough time and patience the ability to create their own game inside a game (know known as modding, back then known as wadding)? Doom again. What game set the presidence of how first person shooters would work? Doom.

    Basically what I'm getting at is all these gamemakers made enough money off of their games that they wanted to help make it possible for those who had the time and dedication to elaborate on their work. I think everyone who codes, and especially open source, gets the greatest high when the work they've been working on is not only accepted in the OSS community, but when someone takes it and is so amazed with it that they want to take the time to learn it so that they can use it.

    Does anyone else realize that halflife being as old as it is can still bring a top of the line machine to it's knees? This game was designed to be able to run on a p133 with 4 megs of video ram and 32 megs of system ram. I know that the mods have since made the game a little bit more in depth than the original, but I still find it funny.

    --
    Ignore the "p2p is theft" trolls, they're just uninformed
    1. Re:Thank You Half Life by tahpot · · Score: 1

      Very good points I agree, but you could go further. Half-life is built on Quake 2 engine, which in turn is built on Quake 1.

    2. Re:Thank You Half Life by AA0 · · Score: 1

      I would say HL can bring a top of the line DELL to its knees, but not a custom built machine. My machine is 9 months old now, and it doesn't even get stressed, I get twice the frames on way more advanced games, their fps limit sees that most machines now are not stressed.

      The original radeons ran that game at its max fps, same with the gf2 gts cards.

    3. Re:Thank You Half Life by DrVxD · · Score: 2

      > Half-life is built on Quake 2 engine, which in turn is built on Quake 1.
      Whilst it's true that HL uses the Q2 engine, it's inaccurate to say that Q2 is "built on" Q1. It was written by the same people (primarily Carmack) and he clearly learnt some lessons whilst writing Q1 that he carried over into Q2, but to say that one is built on the other is, I'm afraid, wrong. Go look at the source code if you don't beleive me.

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
    4. Re:Thank You Half Life by SimplyCosmic · · Score: 2
      SuperDuG said:
      Does anyone else realize that halflife being as old as it is can still bring a top of the line machine to it's knees?
      That's not necessarily a good thing, though.

      Yes, some mods do so because they add alot of extra gameplay depth and graphical wizardry, but others do so simply because they're badly written and poorly optimized.

      There is a point beyond which the performance drops are enough that looking for a new engine as a base, or even simply writting the mod as a standalone game, would be better.
    5. Re:Thank You Half Life by Shelled · · Score: 2
      Does anyone else realize that halflife being as old as it is can still bring a top of the line machine to it's knees?

      That's not my experience. My current gaming platform is an Athlon 1333 w/ GeForce 3 Ti200. Nice but hardly cutting edge. I play all the mods at 1600 x 1200, 32 bit colour, full textures. The max FPS is artificially limited to 97 as I don't see the point of going much above the monitor's 85 Hz refresh rate, and during the most intense on-line action with all the net graphs running it rarely dips below 96. Halflife didn't support resolutions greater than twelve by nine until the last patch. The graphics are still much cruder than MOHAA or RTCW.

      Besides the development tools, I would say Halflife's greatest assest is that it's easy on the hardware. It makes for great on-line game play. In contrast I find Medal of Honour unplayable on-line. For me the best combination of responsiveness and graphic capability is RTCW. Now all it needs are mods.

    6. Re:Thank You Half Life by Anonymous Coward · · Score: 0


      Actually, it's NOT true that Half Life uses the Q2 engine -- it uses a heavily modified Q1 engine, which is evident as all the logic code is still Quake C...

    7. Re:Thank You Half Life by crisco · · Score: 2
      You're absolutely right, Valve licensed the Q1 engine, modified it and released HalfLife after Q2 came out. Don't believe me? Take a look at the archived version of id's page from about a year and a half ago. Read the second paragraph under the heading The GPL'd QUAKE Engine, which says in part "Remember this engine is the foundation for what Valve did with Half-Life..."

      Thats why all the HalfLife mods look rather simple compared to today's 3d games, the core engine is somewhat limited. As the parent post mentioned, even though it is an old engine, complex geometry can bring even the heftiest modern gaming rig to its knees, it is just the way the game engine is designed, simple stuff screams but get out of hand with your level geometry and you'll slow everyone down.

      --

      Bleh!

    8. Re:Thank You Half Life by Pxtl · · Score: 2

      Hmm - maybe in its time, but I think UT gets the award for most moddable game out there now. The mutator system allowing for multiple mods running in the same game, properly organising mods into gametypes and mutators, allows for a much more robust environment. Plus it came with a level editor and SDK as well.

      UT I think lets the player work within the OOP nature of the game best.

      Quake 1 deserves the honour better then Half-Life though - while Doom was moddable, all the mods were levels/sounds/graphix, not actual gameplay. All the gameplay stuff (DeHackEd) were hacks, not working within the SDK - just randomly poking bytes in the .exe.

      Quake 1 on the other hand was the first to actually have real mods (Team Fortress was for Quake first). While Half-Life gets the award for acutally best supporting the mod community (sponsoring, SDK's, etc) I think Quake 1 is the godfather of the process.

      I think StarCraft gets the award tho, for having a "scripting/trigger" (sortof) system that even an 8 year old could work with. Still, not very powerful.

    9. Re:Thank You Half Life by Anonymous Coward · · Score: 0

      Try playing Day of Defeat with 32 people online with tracers flying everywhere and grenades exploding all around you. My machine is almost identical to yours and I usually am locked at 100 fps (maxfps 100). But there are times when I dip into the 20s when playing DOD.

    10. Re:Thank You Half Life by Anonymous Coward · · Score: 0

      IMO, HL netcode is much better than UT netcode simply for the fact that you don't have to artificially lead your shots to compensate for your lag at any given time.

    11. Re:Thank You Half Life by gary+bernhardt · · Score: 1

      You're right that HL uses the Q1 engine, but it most definitely does NOT use Quake C. HL was the first game to have both client and server-side DLLs. Mid-way through development of HL, Valve licensed the Quake 2 source, although the engine itself was already very much on its way. HL is a hybrid - most of the rendering engine is Q1 code, while the game logic (in the DLLs) is an offspring of the Q2 code. I doubt there's a single line of code common between the Q2 and HL libraries though - Q2 is straight C while HL is C++. I'd better clarify that - I mean that the practice of offloading the game logic into a DLL came from the Q2 source - the actual game logic did not. And god knows where HL's netcode came from, but I've found it horrid in all of its numerous forms over the years.

    12. Re:Thank You Half Life by Anonymous Coward · · Score: 0

      Actually, the first really modable/editable FPS was Wolfenstein 3D. Some dude named bill kirby figured out the map format and wrote an editor in turbo pascal. It was this map editor and its rather bland features that made me learn pascal so I could mod the EDITOR :)

      but, if we go back to say the Commodore 64 (whew, waaaayyyy back) then you had games such as Lode Runner (multi platform, I know, i had a c64 back then though so that is my system of reference) pinball construction set and a game called fast tracks, which let you make your own racing game !!

      Well, that concludes our early 80s computer lesson for the day !!!!

  22. old news? by Anonymous Coward · · Score: 0

    http://slashdot.org/article.pl?sid=02/07/14/212324 3&mode=thread&tid=127

  23. Speaking of long-lived games by Anonymous Coward · · Score: 0

    Myth: The Fallen Lords from the now defunct Bungie Software is still being played online five years after it came out. They took the server down, and another one was made by the fans. There are probably thousands of fan-made mods out there, with new ones still being made.
    Old games don't die, they just get old.

    1. Re:Speaking of long-lived games by DiscoOnTheSide · · Score: 1
      Old games don't die, they just get old.
      Correction. Good games don't die, they just get old.

      And as for Bungie being "defunct" It's not true. They are still alive and kicking, but they're owned by Microsoft, so it's more of a "Weekend at Bernies" effect.
      --
      Viva La Revolucion! Buy a Mac!
    2. Re:Speaking of long-lived games by Anonymous Coward · · Score: 0

      Microsoft just bought the brand name. 'Bungie' is yet another office at the Microsoft campus... I doubt there are any more than one or two of the olde Bungie employees left at it too.

  24. barney die by Anonymous Coward · · Score: 0

    doom was the best mod where you can kill barney!

  25. Re:TF2- what a joke by Anonymous Coward · · Score: 1, Informative

    Note: The TF2 this article points to is TF2 (FOR QUAKE). You are referring to TFC2 which is an official release from Sierra.

  26. Okay.. how about Subspace. by mindstrm · · Score: 2

    As near as I can find, this game is somewhat unique.

    The publishers/owners gave up on it (I think Sony has it now?). They aren't interested. So.. the community cracked it, and put it up for download so they'd actually have people to play with. Unethical? Stealing? Remember, they bought it as a multiplayer game, and it's rather useless unless others have it, and if nobody sells it.. well..

    Then, of course, came the total rewrite (which may or may not be as total as the author's claim.. I suspect not).

    Now it's pretty much a game in it's own right. I would actually say that if sony were to sue them now and try to stop it, it would be morally wrong.

    1. Re:Okay.. how about Subspace. by Ken+Dale · · Score: 0

      Jeffp was the original programmer of subspace
      he went on to work with sony after creating harmless games company and selling that and infantry to sony

      it has since become a pay to play game

      and from pieces of the subspace source code and ALOT of time and dedication we have a totally rewritten client for the game now know as "continuum" (to avoid copyright problems as VIE UK owns the rights im pretty sure)

      same great game. great reliable servers
      except we've improved the code and added so many awesome features its just turned the game completely around

      also there is no more rampant cheating. i used to be on zone staff before we had a way to keep people outta the game for good
      it was hell :)

      Get continuum and GET PLAYING http://www.subspacehq.com

      i recommend the ground war zone myself for the best demonstration of all the new features of the client that have since been added.

      --
      Ken Dale Email: Protection on /. AIM: Ken D 4th
  27. Re:Making /. posts live longer with mods - A HOWTO by EricKrout.com · · Score: 1, Offtopic

    1) Locate a newly-posted article
    2) Search Slashdot for a similar article about the same topic (or something vaguely similar ;-) from a few weeks or months ago
    3) Find a 4- or 5-rated comment, change a few words around (i.e. "Bill Gates" -> "Microsoft CEO", "insightful" -> "interesting", etc.), and repost as your own! This technique has been proven to work time and time again, and it can be yours AT ABSOLUTELY NO COST!

    N.B. - "No cost" does not include lawyer fees for plagairism/I.P. trials

    erickrout.com

  28. Success of GPL was Re:We need more open standards by onnel · · Score: 1

    Actually, GPL (Grand Prix Legends) is/was such a success exactly because the game engine itself could not easily be modified. sure you can add graphics and new tracks, but the physics engine itself and the characteristics of the car are just about unhackable (engines can be swapped in to different chassis, but that's as far as it goes).

    What this has lead to (combined with the amazing network code that Sierra wrote) is a very competitive online atmosphere even 4 years later. 180 degrees from counterstrike, there is no worrying about cheats or hacking..just VERY competitive racing. It probably helps that learning to drive the sim is overwhelming and won't appeal to your aver 12 year old.

    Wheil the game has many add ons, new tracks and anlyzing tools written by third parties, the core engine hasn't been hacked and this is a big part of the success.

    It is an interesting comparison to the usual story which is mod-able == successful.

    As an interesting aside, check out www.racer.nl for an open source racing game made to be 100% mod-able (including totally customized vehicle creation with up to 10 wheels!).

    Now I gotta go race (www.vroc.com)!
    Onnel

    --

  29. They missed a biggy by Anonymous Coward · · Score: 0

    What about Counter-Strike? They forgot to mention the mod that became the most popular game online, and eventually became a commercial product!

  30. TF2 by Vodak · · Score: 2

    The only thing that is taking longer to develop then Remoero's POS Daikatana is TF2. TF2 will be released the day after the first Mars Mission.

    1. Re:TF2 by DrVxD · · Score: 3, Funny

      > TF2 will be released the day after the first Mars Mission.
      I wouldn't bet on it...

      --
      Not everything that can be measured matters; Not everything that matters can be measured.
    2. Re:TF2 by Ando[evilmedic] · · Score: 1

      Team Fortress 2 should be out really soon after Duke Nukem: Forever.

    3. Re:TF2 by Nukenbar2 · · Score: 1

      Remember Ultima 9. That was in development forever. And look at what we got. One of the worst interfaces known to a 3d game. No wonder no other game has been based on that engine. It just goes to show that longer development time != a better game.

  31. When mods are better than the original... by EvilFrog · · Score: 5, Insightful

    It's odd how sometimes mods become more popular than the original games. Try playing Tribes 1. Dozens of Renegades servers. Dozens of Annihilation servers. Dozens of Ultra servers. Maybe one dozen base servers.

    How many people play Counter-Strike each day? Compare that to how many people play vanilla Half-Life.

    The best mods are those that aren't even recognizable as the original games. A great example is Thievery UT, which turns Unreal Tournament into a multi-player version of Thief: The Dark Project. (It's unfortunately Windows only, but the dev team has offered to share the code with those who want to port it...)

    Unfortunately Sturgeon's Law applies to Mods... 90% of them are crud.

    1. Re:When mods are better than the original... by 0x0d0a · · Score: 2

      Why do people never seem to open-source mods (and emulators)? The chance of them being able to make money off the code is extremely low, and it would let people help out and enjoy the work more.

      I understand an individual doing this, but it seems like the community at large doesn't release source to anything.

    2. Re:When mods are better than the original... by Anonymous Coward · · Score: 0

      Maybe because the mod community is full of children who would take your source, add some crappy feature and readvertise it with their own name, closed-source; regardless of the license?

    3. Re:When mods are better than the original... by Violet+Null · · Score: 2

      Admin Mod for Half-Life is open source under the GPL.

    4. Re:When mods are better than the original... by Nspectre+Anatomy · · Score: 2, Insightful

      I've been running the second most popular Renegades server for close to three years now - Brute Force's World o' Ouchie.

      A Frankenstein's monster of Ren 4.0, Arena, Duel, Duel Tourney and our very own mod... Dual Duel (thanks Check and DeadGuy!).

      My decision, lo' these many years passed, to switch from Base to Renegades was to escape the, IMHO, tedium and limitations inherent in Base. With only three armor types (light, medium and heavy) after a while it got played out.

      For myself, the Renegades mod definately breathed new life into the game. More sub-classes to the Base armor types, more deployables (force-fields and turrets), etc, really opened up the playability to more personality types. Like chess over checkers, it made it more of a thinking-man's game while also opening more avenues for the cowboys out there.

      I would probably not still be here, three years later, playing Tribes, let alone running a clan/server, if not for the mod community.

    5. Re:When mods are better than the original... by Pxtl · · Score: 2

      UT code cannot be concealed - UT code can be pulled in and out of the engine, so technically all UT mods are opensource.

    6. Re:When mods are better than the original... by MisterBlister · · Score: 2

      It would be illegal for someone to release a true game mod (and not, say, a front-end for a game) as GPL, because the game itself is not GPL and the GPL states that all linked code (even dynmically linked) must also be GPL...So...

    7. Re:When mods are better than the original... by Gooberball · · Score: 1
      It's odd how sometimes mods become more popular than the original games. Try playing Tribes 1. Dozens of Renegades servers. Dozens of Annihilation servers. Dozens of Ultra servers. Maybe one dozen base servers.
      One word: Shifter. Possibly the best mod for any game...ever. If the Tribes 2 version hadn't sort of crapped out, I'd wager that Tribes 2 might have done a little better about keeping players.
    8. Re:When mods are better than the original... by TotallyUseless · · Score: 1

      cheaters.... games are one of the few places where going open source can devastate a community. All of us losers that were still playing teamfortress when id released the q1 code know exactly what i mean.

      --

      Time for some tasty Shiner Bock!
  32. Starcraft Mod? by snilloc · · Score: 2

    I remember seeing some kind of Starcraft conversion to make it look like Warcraft... Since Starcraft is past its peak I can't seem to find it anymore. Some of the character & building conversions looked pretty sweet.

    1. Re:Starcraft Mod? by Anonymous Coward · · Score: 0

      That wasn't a mod. you just left your Warcraft in the drive while playing Starcraft.

    2. Re:Starcraft Mod? by ffrinch · · Score: 1

      If you mean the "Warcraft III" total conversion for Starcraft at infoceptor.net, Blizzard sent them a threatening letter so they took it off the site.

  33. Again? by jackbang · · Score: 1

    I also enjoyed this article when it was posted a week ago.

  34. Not hooks, but code tricks by FortranDragon · · Score: 5, Insightful

    "These people are just ingenious," says John Romero, co-creator of Doom and Quake. "They have figured out all the weird little bitty tricks in the code that we didn't even know about."

    From what Romero said it looks like people have studied the code enough to learn how to use the _existing_ code in new ways. (Jedi code tricks, anyone ;-)) They aren't finding unknown API/function calls.

    This isn't surprising. It usually takes a fresh-to-the-code mind to see new functionality because as a programmer you tend to view code as only applying to the problem you want solved. Also, modders spend more time with the code that the original programmers who probably have moved o to a new project.

    All in all this is a Good Thing (tm). Hats off to those companies that make their old source code available/work with the mod community and to the people in the mod community who work hard at extending the life of the older games. :-D

    --
    "All the darkness in the world can not quench the light of one small candle."
  35. Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha by Gudlyf · · Score: 2, Informative
    Someone once speculated that Valve is slowly releasing updates and patches to TFC so that one day they'll release a patch with an update message that reads, "oh and by the way, this is TF2". It seems they keep adding features to TFC that I knew/read about being introduced in TF2.

    I actually had the privilege of working on and releasing TF 2.8 and 2.9 for QW (my brief and subtle brush with fame). I actually was given the sources for what was to become TF2 way back before Rob and John got hired by Valve. It was going to be a free Quake 2 mod at the time. It's a shame that the two TF guys at Valve didn't mention their pal Ian in the article, who AFAIK worked on it right there with them from the start.

    --
    Trolls lurk everywhere. Mod them down.
  36. Why don't more game producers understand this? by thogard · · Score: 2

    Years ago I was busy with a binary editor looking at wolf3d files. With my decoding and other peoples encoding the 1st level editors were done. Then other people saw our work and decided they could do better. A race was on to figure out all we could. It was interesting that at the time there were some very nasty notes from developers at id complaining about our work and why we were doing it. One of these were from a man who has said "the computer is the game" but didn't understand why we had his great work under a microscope? At first there was fear in the comments, as if we were going to steal the secrets but then came the understanding that all good hackers understand. He had the gift for game coding and none of us could compete with that. We were happy to take ideas he built into code and rearange them. We could build complex levels that the game designers could never fully test. We were happy with that and it led to exploring other ideas that ended up in other games. When doom came out, it was clear that there was extra data in the files that the game wasn't using. I still wonder if that was there to help the people with the hex editors...

    I'm not a hard code gamer and I would prefer to hack on some project over fraging some virtual bad guy however I do have a n64 and there were two games for it that were above the rest. The 1st was golden eye 007 and the other was perfect dark. These games are both from Rare but now that the N64 is dead, there will never be any more. I don't care so much about the levels progression or the story or the funky interlevel video but I would like more levels. Right now Rare claims their next release will perfect dark zero but it won't be out till 2004. I would buy a game cube today to play a new verson of that game but since there isn't a ginle other game for it, I think I'll pass. So far the PS2 seems to have the most games but most of them are centered around a game play I don't like (In a shooter game, I'll be happy waiting with the sniper rifle, I don't like timed things). I also don't like to see the character in 1st person shooter games. Its just something I've never been a fan of. The result is we have one company that made the 2 most popular games on the N64 and they have decided to shut down their company because they can't get their new tricks to work can can't teach a few creative people how to use their old level designer. They should have had at least 2 other games on the 007 engine and by now they could have kicked out 4 or 5 perfect dark levels. But they made other decisions. Funny that id decided to let other people play with their core and I wonder who is more likely to be here in 4 years, id or Rare.

  37. In other news by by+hemos · · Score: 1

    People are still souping up their cars, and people still buy new hardware (and software, even!) to modify their computers! Wow, what a newsworthy article!

  38. Starfleet Command 1, 2, OP by Lyran · · Score: 1

    Another very MODable game, with some of the MODS better than the original game.

    Shameless plug:
    http://www.taldren.com

    --
    Remember, for every CD you purchase, you give the RIAA that much more power. RIAA = SCO = IP terrorists. Any questio
  39. Do editors EVER review old stories?? by stinkbomb · · Score: 1

    This was posted less than a month ago: The Mod Squad. 'Stuff that matters.'? I guess game mods are a vital nerd issue.

    1. Re:Do editors EVER review old stories?? by Anonymous Coward · · Score: 0

      Less than a month? 8 days to be exact.

  40. Re:TF2- what a joke by sedawkgrep · · Score: 1

    Hahahaha Gravy Trader. I bet everybody at PCG is wet over that one. :-)

    I'm still holding out hope for the Coconut Monkey virtual sex simulator.

    sedawkgrep

    --
    Is that a salami in my pants or am I just happy to be me?
  41. Don't forget Matrix by paganizer · · Score: 2, Informative

    Don't forget Matrix Games; they have taken several of the best strategy games of history and rewrote them to be playable on win32 platforms, with probably the best work done on Steel Panthers: World at War (SPWAW).

    They took SSI's old code for Steel Panthers 3, and rewrote the game so it would run on win32, instead of just DOS. and then, they made it free (as in beer).

    While not quite as much fun to me as the original (the re-write only does warfare circa 1938-1946), this has got to be one of the most re-playable games out there.

    --
    Why, yes, I AM a Pagan Libertarian.
  42. Unreal Tourny has Thievery which is like Thief: DP by Anonymous Coward · · Score: 0

    Thief the Dark Project was one of my favorite games (theif II also). These guys made a UT add-on that emulates the thief world on multiplayer and single player.

  43. So, maybe we need a mod to this topic? by Eunuchswear · · Score: 1, Funny

    So it'll live beyond it's first release? The Mod Squad

    --
    Watch this Heartland Institute video
    1. Re:So, maybe we need a mod to this topic? by Saint+Fnordius · · Score: 2

      Maybe this is different enough, due to its coming from a different webmag, but it IS redundant. Definitely not front page material, but not easy to shoehorn into any of the existing sections either.

      What we REALLY need is a new section just for games, so that the Benevolent Tyrants (aka editors) can keep posting articles like this without cluttering up the front page. It works for the Apple, Ask Slashdot and science articles, why not for the game stuff as well?

      Just my ?0.02 ...

  44. A perfect example: Falcon4 by Storm · · Score: 3, Informative

    Microprose's Falcon4 is probably a perfeect example of this. Released in November, 1998, it still has a large and dedicated following (well, as large as hardcore flightsims' followings get).

    Back in 1999, Hasbro/Microprose decided to drop Falcon4. However, before all of the developers were fired, the source code mysteriously ended up on the Internet.

    A group which came to be known as Realism Patch Group (RPG) was releasing (free) patches to fix some of the realism issues in the original Falcon. At the same time, someone called eRazor had gotten his hands on the Falcon source code and was working on some of graphics issues. And simultaneously with this, an army of other developers were working on other aspects of the game. For instance, the eTeam took this F-16 only flightsim and added a Fly-Any-Plane patch, giving you the ability to fly any aircraft in the sim. Groups around the world immediately started working on accurate flight models for each aircraft and photo-realistic cockpits.

    The two groups worked in parallel, releasing RPG and eRazor patches which more or less rewrote the sim. It was decided to create a Falcon4 Unified Team (f4ut). This group took all of the rewrites and data edits done by the eTeam and the RPG and combined them into series of Falcon4 SuperPaks. These patches/mods have completely transformed Falcon, and nearly made it into a completely new sim. The graphics engine was completely rewritten and is DirectX 8.1 compliant. Falcon supports anistropic filtering, antialiasing, etc. And the sim itself is one of the most realistic and engaging ever. It uses a dynamic "campaign-within-a-campaign" methodology to insure that play never repeats itself. Its literally a whole new ballgame.

    In fact, the "unofficial" modding of Falcon has also snatched Falcon from the jaws of obsolescence. G2I Interactive has bought Falcon's IP and while allowing a last series of F4UT binary edits, will be coming out with Falcon5.

    IMHO, this is the ultimate example of mods extending the life of a game or sim. And extending its playability. There are a number of active duty fighter pilots who are avid Falcon fans. That, IMHO is the ultimate compliment.

    --
    --Storm
    1. Re:A perfect example: Falcon4 by Crown60 · · Score: 1

      Interesting! So, is Falcon4 still available? Where are the mods available?

    2. Re:A perfect example: Falcon4 by pastorJ · · Score: 1

      Yeah Falcon4 can be purchased online or if you check CompUSA / Video game seller online you can find a few copies lying around.

      The patches can be found at various places, most important is SuperPak 3 (A collection of the must-have patches that make it a whole new game)

      Look around at f4hq.com and frugalsworld.com

      J

      --
      Windows.... still awaiting a rational reason to use it that doesn't revolve around $$$...
    3. Re:A perfect example: Falcon4 by kreyg · · Score: 2

      Very interesting what volunteers have accomplished in less then four years, when it took how long to get the original out? Seven years or something? :-)

      --
      sig fault
    4. Re:A perfect example: Falcon4 by Anonymous Coward · · Score: 0

      Location of SP3 mod: http://f4ut.frugalsworld.com/

  45. Dungeon Siege Mods Anybody? by implex · · Score: 1

    I was very impressed with this game - sure as anyone can tell you it is no Diablo II. D2 is a more rounded game BUT with modifications that are available you can add so much more so easliy to DS. Even the GUI is now configuraable using a scripting language.

    The company is creating its own mod tutorials and making the tools available for free. I am very impressed - almost

    Oh yeah, and of course Microsoft does have some interest in it... so that may be a reason we haven't seen more on it here. A smart thing they did by buying an interest in Gas Powered Games back in 98.

    http://www.packmule.org/
    http://www.dungeonsiege.com/siegeu.shtml
    http://www.dsnetguide.com/ - awesome rsource

    I just boght the game a few days ago and I have spent too many late nights on it. The number of mods out there is staggering.

  46. TF2 by Anonymous Coward · · Score: 1, Informative

    Team Fortress 2 is not a 'hack'; it's a new product that's been written from the ground up, developed by Valve themselves. It is not some amateur effort, and won't require Half-Life (unlike Team Fortress 1.5).

  47. LucasArts by borl · · Score: 1

    Strange that the article doesn't mention LucasArts attitude towards modding.

  48. ID forever! by Anonymous Coward · · Score: 0

    ID software was one of the first (perhaps THE first) company
    to fully realise this, when Quake was released I was very impressed by it's hackability.
    The result: it's still being played today.

    Unfortunately there is such a thing as corperate lawyers, and they don't see how this kind of thing increases the lifespan of the product (and thus, revenue) all they chose to see is a copyright infringement.

    Reverse-engineering games is a fun and positive thing.
    It is just too sad that some companies fail to realise how the positive effects outweigh any negative effects.

  49. Implications on "hacking"... by mskfisher · · Score: 2

    Although modifying began among hard-core hackers, it's not illegal.

    I was a little bothered when I read this sentence... even "hard-core" hacking isn't illegal in and of itself. I'm troubled by this continuing implication in mainstream media.

    --
    0x0D 0x0A
  50. tf2 by Anonymous Coward · · Score: 0

    "It also mentions that the next Team Fortress hack, Team Fortress 2: Brotherhood of Arms, will not be distributed for free."

    they forgot to mention then, that its going to be the most impressive thing since sliced cheese, itll do your laundry, take out the cat, & pick up milk while its out.

    blah, TF2 has been on the drawing board for, what, 4 yrs?

  51. Okay.. by mindstrm · · Score: 2

    I'm not calling you a liar.. obviously I don't/can't know.

    It just struck me as odd that the game engine was SO much identical.

    Which cool awesome features turned the game around? As far as I can tell the game is identical.

    1. Re:Okay.. by Ken+Dale · · Score: 0

      the ability to create infantry style zones with smaller/larger ship sizes is one of the greatest new features imo

      All the bots that have been created are just incredible for managing the arena and in some zones actually keeping the zone moving (powerball, ground war, etc)

      ive been playing subspace since early beta ... this is defintely better than the game i used to remember... although i really miss the older style play too

      --
      Ken Dale Email: Protection on /. AIM: Ken D 4th
  52. Quake? Doom? That's nothing. by one9nine · · Score: 0

    I've hacked Pong so that it used two balls instead of one, guaranteeing several more hours of fun for the whole family. W00T!

  53. Re:TF2- what a joke by 0x0d0a · · Score: 2

    A mod being commercial is a serious impediment to its adoption by the critical mass of people.

  54. Modular game engines? by Angelwrath · · Score: 1

    A question for all those game programmers out there - are any game developers considering modular game visual engines so that they can be upgraded?

    I often wonder about these MMORPG games like Ultima, Dark Ages of Camelot, EverQuest. These games are all still around, but the developers have a limited lifecycle intended for each, so while you can still play Ultima Online today, is it true that it's graphics quality and overall reality of its universe are far less advanced than the new MMORPGs like DAOC?

    I ask these questions with the thought in mind that some day there may be an online game that is an identical copy of something like Tolkein's Middle Earth, or at least a gaming universe that is as limitless as a good hard-copy roleplaying game. Literally, you could be anything from a farmer to necromancer.

    Will these games also be passed by in graphics by the Next Big Thing (tm)? Or will game engines become modular, with both a proprietary version and an open-source version, so that five years after the game comes out, or 15 years even, the game is far more playable and far more detailed, being up to the match of technologies like bio/quantum computing and printed circuits allowing displays to be the size of your wall and five times as detailed as today.

    What are your thoughts on this?

  55. Another repeat by Jack+Porter · · Score: 1
  56. Mod resources by Morgahastu · · Score: 1

    Incase anyone is interested (as I am) in "hacking" together mods, heres a great link for everything you could need to get started modding half life.

    The Wavelength

    They are in the process of reviving the site featuring other games than Half-Life.

  57. old-Bungie's Marathon by Parsec · · Score: 1

    Old Bungie's Marathon lives on as open source. It even has Linux & BeOS ports now.

    IMNSHO, it had better game balance than Quake.

    1. Re:old-Bungie's Marathon by mrseigen · · Score: 1

      Hear hear! Marathon is a far better game than Quake. Added so much originality to the genre too (storyline, different level concepts than run, gun + find exit). Too bad Halo seems to go in the opposite direction.

  58. Re:TF2- what a joke by yulek · · Score: 1

    considering that America's Army is now out (and it's really quite good) i don't see what the point in trying to get TF2 out is at this point anyway.

    TF2 did contribute one non-vaporous thing tho... the moving mouths when you speak through the mic in Counter-Strike. yeay!

    --
    in this age of communication i'm just not getting through
  59. yeah, this was interesting when I last saw it... by farfolen · · Score: 1

    posted before.

    http://slashdot.org/article.pl?sid=02/07/14/2123 24 3&mode=thread&tid=127

    --
    werd to yo motha, muh nizzle.
  60. TIMOTHY!!!!! this was in slashdot a week ago! by Anonymous Coward · · Score: 0

    YOU FAD BASTARd.
    RiSpeKt Me AuTHoR1DY!

  61. Thanks, Doom.... by Retron · · Score: 2, Insightful

    Although there were level editors and graphics modifiers for Wolf3D, IMO Doom is the game that brought modding to the masses.

    The original Doom level editor was based on a Next cube, and the game itself was meant to be closed.

    It was only after the efforts of hackers (in the proper sense of the word) that loading external WADs was introduced (in version 1.2 IIRC) - at least id realised what was going on and actively encouraged it.

    Later came Dehacked - lots of things were hard coded into the EXE, but with a small DEH file you could change rates of fire, animation frames and add extra effects. No wonder that id made these things easier to change in Quake onwards - again kudos to them for realising that fans like open games.

    At the last count, there were tens of thousands of extra wads, ranging from simple level replacements to total conversions where barely anything from Doom remains.

    Thanks, id!

  62. Poor /. quality. by ledjon · · Score: 1

    Jeez /., you guys already posted about this less then 2 weeks ago as yet another frontpage article ( http://slashdot.org/article.pl?sid=02/07/14/212324 3&mode=thread&tid=127 ). Why don't you guys put in some checks and balances in place so that an article gets read by 1) somebody with a high school graduation (lots of grammar mistakes lately), and 2) somebody that watches your own front page, so you don't do double posts like this. Get your act together /., there are millions of people that try to respect your news quality (though it gets harder every day)

  63. will not be distributed for free by Archfeld · · Score: 2

    LMAO yeah right that will last about 2 weeks before it is all over the place via p2p and server download sites. It has already been proved repeatedly that people won't pay for mods. Heck let them learn the hard way...

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    errr....umm...*whooosh* *whoosh* Is this thing on ?
  64. Free HL mods may be threatened. by Whammy666 · · Score: 1
    One thing that the article didn't mention was Valve's continuing move to the new STEAM program - a subscription service which allows the gamer to receive automatic updates of game patches whenever he connects. Technically, it's a form of distributed file system with DRM.

    The slide presentation to STEAM strongly hints that Valve (part of the Vivendi juggernaut) is planning a move to pay-to-play model for online gaming similar to Everquest. I wasn't able to find the exact page again where I read this, but IIRC CS was expected to go all STEAM around the release of v1.6 or v1.7. There was also mention that suggested mod authors were going to have to pay money to Valve to write a mod. (I think it was around $1000. I really wish I could find the page again.) This would be truly discouraging turn of events for mod authors.

    The reason I even noticed about this potential policy change was that I have spent the couple of years writing mods for HL myself and now am wondering if it's time to change engines. (The Ogre engine looks pretty darn good, but I don't think it has a networking support yet.)

    There is one other reason to take note of STEAM is that it requires a broadband connection (Dialup and 128K ISDN need not apply. 384Kb/sec throughput is the minimum.) This means that if you don't use cable, you're screwed. This is quite a change from when you could play Q1/Q2 on a 28Kb modem. The interesting thing is that it's not the game itself that requires this bandwidth, but rather it's distributed file system of the steam DRM. Is this the wave of the future? Will gamers cry foul? Time will tell.

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    When all else fails, run.
  65. Re:TF2- what a joke by petsounds · · Score: 1

    by playing America's Army, you're basically telling them you think it was okay to spend $7 mil on a propaganda tool for minors. not everyone want to support that. nevertheless, point is moot as TF2 has been entirely vaporous for some time now.

  66. And if you aren't into 1st person shooters... by Jaysyn · · Score: 2

    ...and dig role playing games, check out www.teambg.com they've been hacking & modding the Infinity Engine (Baldur's Gate, Planescape: Torment, Icewind Dale) for quite a while now & have come up with some pretty cool stuff.

    Jaysyn

    --
    There is a war going on for your mind.
  67. Doom's "Invisible Platform" for example by Anonymous Coward · · Score: 0

    Somebody discovered that raised sectors in Doom can be made invisible because of the rendering techniques in the game. Neat hack, I would say! You can see it in action in a few places in the official Doom2 expansion pack "Final Doom : The Plutonia Experiment", written by two fans, and published by the publisher of Doom. Another neat hack was making instantly jumping platforms. You just had them move "up" if you wanted them to move down, and vice versa :)

    What Romero had in mind is that you could make more things work with the engine than the authors throught possible. It would be just like Turing saying: "Hey, I didn't know they'd make windows!", had he lived long enough to see what his abstract machine theory is being used for today...

  68. Re:TF2- what a joke by blackula · · Score: 1

    You haven't the slightest clue about what you speak. The "TF2" that is being talked about is not a Quake mod, it is a game that Valve was supposed to release some time ago. There is no such thing as TFC2.

    Mod parent down.

  69. TF2, aka Team Daikatana by Chris+Burke · · Score: 1

    it was my impression that TF2 was a full blown game, not a mod....

    Well, it certainly will blow. Haha.

    Seriously, TF2 -- if it ever is released -- is going to suck so bad you'll be checking the box for John Romero's name. It's been in development for years (at the company whose only accomplishment in the last three years has been finding new ways to milk the now emaciated cash cow named Half Life). The team making it (the original Team Fortress team), despite having a brilliant and original idea for a game long ago, has demonstrated that they couldn't balance their way out of an already-balanced paper sack. Every TF patch intended to fix balance only managed to change the direction in which it was imbalanced, not the degree. The final version when they left to start TF2 was so bad, that there were only essentially two classes of any use.

    TF2's is going to be significant in the same way Daikatana was -- only as a source of hilarious ridiculing reviews.

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    The enemies of Democracy are
  70. Re:Success of GPL was Re:We need more open standar by xenocide2 · · Score: 1

    How do you cheat in a racing "game?" Cornering-bot? Race scripting?

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    I Browse at +4 Flamebait

    Open Source Sysadmin

  71. cs by Anonymous Coward · · Score: 0

    They forgot counter-strike, the best MOD for Value.

  72. ROM hacking by xenocide2 · · Score: 1

    Is a somewhat popular practice. Usually its something as mundane as replacing Mario with a giant walking penis, but occasionally you'll see someone with a clue, or maybe someone who knows more japanese than you. Supposedly there's going to be a large announcement on the first site on the 23rd of july. Maybe they'll announce something cool like a Crystalis Improvement.

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    I Browse at +4 Flamebait

    Open Source Sysadmin

  73. Re:Success of GPL was Re:We need more open standar by YeeHarr · · Score: 1

    Grip and acceleration (either by more power, less weight or more grip).

  74. Neverwinter Nights by Otik2 · · Score: 1

    This is why Neverwinter Nights seems like such a good idea. Instead of hacks, people make legit modules with tools they provide. And, of course, it's all based on D&D 3rd Edition, so the modules can fit in perfectly.

  75. Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha by SirSlud · · Score: 2

    Are you Robin? Wow, cool, in my books, thats not a subtle brush with fame .. thats pure awesomeness. I still miss Q1 physics. :) TF grens were the best grens of all time. I've never been able to make people catch impending explosions with sure pure raw precision ever since TF, although I did spend 4 years with it ... ever seen the name Kraftboy around? I was a junkie, knew lots of folks ..

    --
    "Old man yells at systemd"
  76. Re:TF2- what a joke by yulek · · Score: 1

    omg, the horror! the horror.

    --
    in this age of communication i'm just not getting through
  77. Easily made server side by xenocide2 · · Score: 1

    Stuff like that would easily be made server side, or concurrent with the client. It probably allready is. The hard things to verify in online games are the actions people take. After all the bugs and exploits have been secured it amounts to information and information theory, in my experience. Any data you send the user should be suspect. And thats where more popular games like Counter-Strike are living.

    So far I've only heard of two good solutions: dummy terminals and ratings networks. But simply feeding the screen to the user is bandwidth intensive, high latency, and a poor use of existing hardware.

    Your other option is to use a rating network to pair up people of similar skill. The idea is that to a poor player cheating is indistunguishable from a good player's actions, and that the best game is the one in which decisions always matter (i.e. losing 11 straight matches in a best of 20 off the bat isnt as exciting as a 10 to nine match. Theoretically cheaters would be matches up with experts who can perform similarly (consider the cheat a secret handicap) increasing the number of people who can compete with experts, and saving less skilled players the humiliation of utter defeat and cries of cheaters. Of course, this isn't a cure all; in addition to the hacks still being present and slow reaction time of any rating system, abuses to the ratings itself would also appear. Cheaters with a taste for game spoiling may choose to do poorly to lord over everyone on occasion. Even the best players may be bested by a lesser player using cheats, furthering the use of cheats.

    The bottom line is that a computer makes a poor referee. A computer might be able to tell you exactly where to place the ball on the football field, but it can't make a call on something like offensive pass intereference. Either human policing or less twitch oriented games would be the most beneficial to the players.

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  78. FPS graphics by Erasmus+Darwin · · Score: 2
    "a game doesn't stop being fun because newer games come out with flashier graphics!"

    Funny you should say this with respect to a 3D first-person shooter. They're one of the few cases where there was an undeniable, pressing need for better graphics -- reducing motion sickness.

    Back in the Wolf3D days, I could barely play for half an hour before becoming ill. Quake was a little better. But it wasn't until the 3D accelerated FPS games that I could play such games non-stop (hooray for being able to blow a weekend on TFC).

    1. Re:FPS graphics by Tom7 · · Score: 1

      That's interesting, though I did get really high framerates in the original Quake. Is it just the framerate or is there something else?

      PS. There has been Accelerated GL Quake for about as long as 3D accelerators have existed!

    2. Re:FPS graphics by Erasmus+Darwin · · Score: 2
      "Is it just the framerate or is there something else?"

      I think it was a combination of framerate and definition. The 3D accelerated stuff just wasn't as fuzzy.

      And I had forgotten about GLquake. I didn't have a 3D card until Quake II was the hot thing out, and GLquake was hackish enough that I didn't bother with it.

  79. Re:TF2- what a joke by Anonymous Coward · · Score: 0

    by playing America's Army, you're basically telling them you think it was okay to spend $7 mil on a propaganda tool for minors.

    What's wrong with that? Serving in the armed forces is an honorable profession. If a game can get more kids interested in thinking about joining the army and defending their country then so be it. They probably spend just as much on those "army of one" commercials. Besides, someone has to do it. I'd rather kids get interested and volunteer than have to resort to forced conscription to keep the ranks filled.

  80. Zelda: Ocarina of Time at high resolutions by Mitchell+Mebane · · Score: 1

    My son is playing Zelda: Ocarina of Time right now, and I'd love to see it hacked to anti-alias the textures better, if nothing else.

    That's what N64 emulators are for. Get a good video card with TV-out, and a fast computer to go with it, and you can play Ocarina of Time like never before. I think one of the graphics plugins even supports Anisotropic filtering.

    Learn more at Emulation64

    Also, Can anyone hack a game that was originally just for a gaming console?

    Yes, I think that is evidenced well enough by all the level-conversion mods that have popped up for Super Mario World, some quite good. You can get more info on these at Zophar's Domain

    --

    The roots of education are bitter, but the fruit is sweet.
    --Aristotle
  81. Hrm... by NNland · · Score: 1

    You know I hate to say it, because I'll likely get flamed, but meh.

    We got the magazine here a week ago, and my girlfriend even posted about it on her webcomic (albeit short), last week.
    http://www.blue-comic.com/archives/20020716 .html

    Oh, and don't be afraid to visit...we could use the visitors *wink*.

    - Josiah

  82. [OT] Myth by Anonymous Coward · · Score: 0

    if you dont like micromanagement in your rts, try the Myth series sometime. particularly Myth2. rts with just troops... you dont have to sit around making buildings all day.

  83. Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha by Gudlyf · · Score: 1

    HAH no I'm not Robin, check the link I provided. The name's "Gudlyf".

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    Trolls lurk everywhere. Mod them down.
  84. Zelda is outstanding at 1280x960 by SEGV · · Score: 1

    Crank it up on the emulator, and it looks astounding at hi res. Just like Quake II or any other 3D game. It's all in the video card. Much better than TV.

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    Marc A. Lepage
    Software Developer
  85. Starcraft vs. Total Annihilation by Anonymous+Brave+Guy · · Score: 2

    I never played Starcraft, though I've often though about buying it just to see how it compares. A lot of people seemed to be pro-SC and anti-TA or vice versa at the time of the games' releases, and given the comments around, I've always suspected I'd find SC frustrating after playing TA. I like to set up lots of orders when I first build units, and often leave them pretty much to their own thing after that. I also make extensive use of numbered groups of units in TA when controlling a battle. It sounds as though SC's control system isn't as flexible as TA's, which has always put me off. Then again, it's in the budget collection for under a tenner now, so what have I got to lose? :-)

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  86. Gaming industry not used to this situation. by jago25_98 · · Score: 1

    This is what happens when people are allowed
    freedom to Mod from a games developer.

    It's one thing to make a successful game but
    it's another to make a really sucessful
    game. To do that in my opinion you have use the Mod scene,
    let people do what they want.

    Every big online game pretty much is a mod
    of something else because game making requires
    creative ideas from a large pool of thought,
    not just a team of programmers - sorry but trying to
    think in terms of actual gameplay is somethink
    not exactly condusive with munching C++ code.
    This is why games today seem unoriginal;
    because games dev are programmers. It's rare
    for them to acknowledge marketing and not
    neglect code, let alone the freedom vs sell.

    If your making games you've got to make some
    decisions as to how much freedom to give people
    over your game - if you don't let them alter it
    you lose out on the mod scene but at the same
    time you trying to sell thething in the first
    place? right? oh so you're not sure that's what
    you're really doing?

    Either way, got to strike a balance.
    Some companies like Valve started off pretty
    unhelpful to modders but after watching
    CounterStike become the most sucessful game
    on the planet... (hmm ok outside Asia?) they're
    trying to cash in. Unfortunately unlike ID games
    they haven't got a clue. ID games have released
    source code and generally been helpful where as
    the makers of UnrealT and Half-Life haven't.

    It turns out that the 3D engines from ID games
    are the basis for >80% of online gaming.
    Quake1,2,3 engines, Half-life being based off
    Q2. And Rtcw as well. Mods for UnrealT were
    coming out really fast to start off with but now
    we have a lot less freedom with it - the new
    version of UT will be charge for, closed source
    (fully closed source), probably Windows only
    and any linux support didn't actually come from
    the makers of UT - it came from loki.

    Another example is MaxPayne. Great engine, good
    new features to try but the Mod scene is
    sssslow. Why? Because it hasn't been pirated?
    Should they allow people to pirate and then
    charge corporations who try to use it when it
    then becomes big? The makers of MaxPayne
    probably didn't value the mod scene and what
    about online play with it? Either way they
    probably aren't interested, stupid since
    without a Mod scene and online play I for one
    ain't interested.

    ID Games I'm sure will be successful with the changing game climate so long as they continue to
    be cooperative with independant modders and gaming
    companies alike. It's possible that another company will overtake them by taking an RPG style online cooperation games or something different that isn't a 3D FPS (if it takes off like in Asia) but I hope they don't block us Mod makers out.

    If I could program I'm sure I'd make original
    stuff, but I can't. And I don't want to, I just
    want you to let me Mod.