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NYT on Game Mods

Bansuki writes "The New York Times has an article about the role of the modding communities in the games industry. It's a decent overview of the current state of modding though it focuses heavily on Epic Games and the Unreal engine. They spotlight the Unreal University program (an Unreal sponsored event giving classes to potential modders) and Red Orchestra (a highly ambitious mod of the Unreal Warfare engine). The article also mentions machinima as a type of mod with artistic potential and gives due credit to Id Software and Bioware for their work in making engines available to the community. But here's a glaring omission: Half-life and its wildly successful mods. Odd."

172 comments

  1. It's not really all THAT odd... by wrinkledshirt · · Score: 4, Insightful

    It's not really all that odd. The mainstream press isn't exactly tech savvy. Heck, mainstream press isn't exactly savvy in ANY field, and often relies upon press releases from outside bodies to figure out if something is worth pursuing as a story.

    The Unreal guys probably got proactive about getting this story out there.

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    1. Re:It's not really all THAT odd... by glenrm · · Score: 1

      Excellent analysis wrinkledshirt, I found it odd that the NYT article would be featured on the front page when there are so many excellent game review, game mod, demo download sites out there. I am sure that a more comprehensive look at the mod community is out there anybody have a link?

    2. Re:It's not really all THAT odd... by TopShelf · · Score: 5, Insightful

      The point of the article isn't to list every significant modding community out there - heck, you could toss sports games into the mix as well. The story is that the relationship between game developers and players has changed significantly over the last few years. Whether one game is used as the example over another is trivial...

      --
      Stop by my site where I write about ERP systems & more
    3. Re:It's not really all THAT odd... by Torinaga-Sama · · Score: 4, Insightful

      "The Unreal guys probably got proactive about getting this story out there."

      Hey, it worked for Valve, it can work for us.

      I know Half-Life was the only game I ever bought more than once, as sick an fanboyish as that sounds to me now.

      --
      (/local/home/curiosity)-#who -u|grep thecat|cut -c 44-49|xargs kill -9
    4. Re:It's not really all THAT odd... by Junks+Jerzey · · Score: 1

      The Unreal guys probably got proactive about getting this story out there.

      No, that's not how you get articles in the press. The journalist wanting to write the article most likely contacted them, and used them as the primary source for the article.

    5. Re:It's not really all THAT odd... by wrinkledshirt · · Score: 4, Interesting

      On that level, I sort of agree, but at the same time, that's like doing an article about increased consumption of fast food in society and leaving out McDonald's.

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    6. Re:It's not really all THAT odd... by wrinkledshirt · · Score: 2, Insightful

      No, that's not how you get articles in the press.

      Heh. Go work for a newspaper and then come back again in six months.

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      Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

    7. Re:It's not really all THAT odd... by B'Trey · · Score: 1

      It isn't on the front page because of it's content - it's on the front page BECAUSE it's in the NYT. What's news isn't the state of the modding industry; pretty much everybody here knows that. What's news is the fact that game modding is mainstream enough to garner an article in the NYT.

      --

      "The legitimate powers of government extend only to such acts as are injurious to others." Thomas Jefferson.

    8. Re:It's not really all THAT odd... by glenrm · · Score: 1

      I guess I don't care about mainstream anymore, I think mainstream will eventually be replaced with the likes of Slashdot, The Inquirer, Drudge Report, and Google Tech. Let us see how long it takes for my prediction to come true we can check the progress here.

    9. Re:It's not really all THAT odd... by Anonymous Coward · · Score: 0


      Hey, thanks for the slashdot link! I've been looking for that site for ages!

    10. Re:It's not really all THAT odd... by Awptimus+Prime · · Score: 2, Interesting

      The Unreal guys probably got proactive about getting this story out there.

      Yeah, I used to get interviewed by the AJC on technology issues. Seriously, I could have told them Linux is more popular than Windows and they probably would have published it.

      Most reporters have a few pals in several industries. For instance, a doctor they call on medical issues, an IT guy for tech stuff, etc.

      Reporters do one thing: Report :-)

    11. Re:It's not really all THAT odd... by Anonymous Coward · · Score: 0

      I've bought several games twice... but to be fair, they weren't quite the same.

      I bought UT and Unreal for Mac, then later bought Unreal Gold (U1, RTPN, and UT+bonus packs in a set) for PC. As a side note: prior to this, I used a combination of the UT Demo for PC, a "nodelta" update, and the UT Mac files to make a working copy... and it did work.

      I bought Deus Ex for Mac, then bought an Audigy for my PC, which included an EAX-ed version of DX.

      Somehow, I can't see buying a second copy of a game for the same platform, though...

    12. Re:It's not really all THAT odd... by Junks+Jerzey · · Score: 2, Informative

      Heh. Go work for a newspaper and then come back again in six months.

      Trust me, I know how this works. Sure, you have some companies trying to railroad stories through, but it's usually some editor who tells a peon "I keep hearing about game mods--write a story!" Then the peon pokes around, contacts people at what Google turns up, then leans hard on whoever is first to reply. I've been through this enough to know the drill.

    13. Re:It's not really all THAT odd... by wrinkledshirt · · Score: 1

      Trust me, I know how this works.

      Heh. As someone who's worked as a newspaper editor, you can trust me too.

      I've been through this enough to know the drill.

      Well, anyone who's ever worked as an editor knows what I'm talking about. Articles like these, particularly industry-friendly articles, start from good PR work done by the company in question. Never mind the whole concept of spacefilling fluff to meet quotas that look good to potential advertisers...

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    14. Re:It's not really all THAT odd... by Slime-dogg · · Score: 1

      I waited until they released the "Ultimate Platinum Collection Super Pack from Hell." Then I waited till the price on that hit about $25, and then picked it up. I was too much of a fanboy of Quake 3 and Unreal, so I hated HL (There were people who would flame back and forth about which was better, yada... ick).

      It's come to the point where ID releases a "Quake," and it's only a demo of the technology for others to license. I'm glad they put effort into RTCW , but I wonder what the depth of Doom 3 is going to be like. Unreal 2003 was kinda like that too, the story was weak, the gameplay was shallow, etc.

      Half-life, on the other hand, is awesome. I like involved RPG'ish FPS's, so HL and DX were what I should have paid full price for. I ended up picking the DX "gold edition super-pack from hell plus soundtrack" up for near full price, so I don't feel too guilty about that.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  2. Building a mod inside a level editor... by tcopeland · · Score: 4, Interesting
    ...is great and all, but it'd be nifty if a level could be built using a script. Like this:
    map = Map.new
    level = Level.new(10,10)
    level.add_sector(0,0,5,5)
    level .set_spawn_point(2,2)
    map.add(level)
    Or something to that effect.

    I've poked around a bit trying to find a way to generate DOOM PWADs using a script... but I can't see a way to build a map outside a level editor. It seems like there are two components necessary - a sector layout thingy and a binary space partition calculator.

    At any rate, I've started a little project to generate DOOM levels via a Ruby script. And if it turns out this is already possible via other means, I'll shut the project down :-)
    1. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 4, Informative

      Take a look at WadC, a scripting language for building Doom levels, you filthy infidel.

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
    2. Re:Building a mod inside a level editor... by wideBlueSkies · · Score: 4, Interesting

      3D realms, provided a random level generator for Rise Of The Triad.

      The utility came on the CD version of the game. It would work as advertised and generate random levels. Every now and then you'd get a good deathmatch level out of it.

      So I would imagine that one could write an engine to generate a random level for any game. This would be a bit simpler probably for older 2 1/2 D games like Doom, ROTT and Descent, compared to full 3D engine games like the Quake and Unreal series. But definitely do-able I think.

      wbs.

      --
      Huh?
    3. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 4, Interesting

      Its been done for Doom at least. SLIGE is a tool of the Zionist American pigs for generating random levels.

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
    4. Re:Building a mod inside a level editor... by tcopeland · · Score: 2, Interesting

      > a scripting language for building Doom levels

      Nifty! That should be helpful for figuring out how to write out the files, thanks much! I need a general purpose scripting API to Doom maps, so I'll keep plugging away on Ruby-DOOM. Thanks for the pointer, though.

    5. Re:Building a mod inside a level editor... by tcopeland · · Score: 1

      > SLIDGE

      Nifty! I notice that Slidge requires that the generated map be run through a BSP calculator. Not a big deal, but maybe I can write/port one of those to Ruby, to make a all-in-one package. We'll see.

    6. Re:Building a mod inside a level editor... by Dan-DAFC · · Score: 1

      Rather than doing it completely randomly, it might be a good application for a genetic algorithm. You could evolve the (near-)perfect level.

      --
      Suck figs.
    7. Re:Building a mod inside a level editor... by Torinaga-Sama · · Score: 1

      Soldier of Fortune (which I believe is on the same Engine as Quake 3) had an option to Randomly Generate Maps.

      They were ony any good for CTF in my opinion though, but that migh be another road to look down.

      --
      (/local/home/curiosity)-#who -u|grep thecat|cut -c 44-49|xargs kill -9
    8. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 2, Insightful
      BSP building is a very tricky business, and rather processor intensive. Infact BSP building is complicated to the extent that its really a project in itself (bear in mind you dont have to build just the tree, but other data like the REJECT and BLOCKMAP data as well). There are already great tools for building the Doom BSP information.

      The "standard" way to build levels is just to generate a WAD without the data and run it through one of the many existing BSP calculators. No offence, but it seems rather pointless to reinvent the wheel. (Plus, as much as I love Ruby, it might be a bit slow for this purpose..)

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
    9. Re:Building a mod inside a level editor... by tcopeland · · Score: 2, Insightful

      > it might be a good application for a
      > genetic algorithm. You could evolve
      > the (near-)perfect level.

      The difficult part might be coming up with a good fitness algorithm. I mean, a perfect level for one person may be a lousy level for another.

      I'm hoping to come up with something that could be used to generate a level from, say, a building floor plan, or a Visio diagram of something - stuff like that. It would be nifty to run around inside of a Cougaar agent community, for example.

    10. Re:Building a mod inside a level editor... by tcopeland · · Score: 1

      > you dont have to build just the tree, but
      > other data like the REJECT and BLOCKMAP data
      > as well

      Hm. So when generating a level, I have to fill in the following directory entries : THING, LINEDEFS, SIDEDEFS, VERTEXES, SEGS, SSECTORS, NODES, and SECTORS - is that right?

      > just to generate a WAD without the data

      Yup, that does seem to be the first goal to reach.

      > as much as I love Ruby, it might be a bit
      > slow for this purpose

      Probably for large maps, but for small maps it might not be too noticeable. Point well taken, though.

    11. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 1

      Only THING, LINEDEFS, SIDEDEFS, VERTEXES, and SECTORS. The rest are generated by the BSP builder.

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
    12. Re:Building a mod inside a level editor... by tcopeland · · Score: 1

      > Only THING, LINEDEFS, SIDEDEFS, VERTEXES,
      > and SECTORS.

      Sweet. Thanks for the info. Right now I'm not that far along - mostly spending time understanding how Ruby's bit-packing methods work. But this is definitely helping.

      > The rest are generated by the BSP builder

      Cool. Yeah, I downloaded and compiles doombsp yesterday; it processes the few small WAD files that I have very quickly. I suppose I could wrap it with a Ruby d/l API... not sure how much benefit that would give over just invoking it as an external process, though.

    13. Re:Building a mod inside a level editor... by fredrikj · · Score: 2, Informative

      Not Ruby, but I'm working on a Python library for Doom called Omgifol in which I recently implemented a complete API for editing levels (the version on SF is quite outdated, though, nothing to see there).

      I don't know how useful the level editing features of the thing will end up being, but I have some ideas of making a random level generator similar to Slige with it. Using a language as powerful as Python, it should hopefully be possible to create stuff more advanced than Slige's linearly arranged square sectors ;-)

    14. Re:Building a mod inside a level editor... by BigJimSlade · · Score: 1

      Let's not forget one of the best deathmatch games of all time, Worms, randomly generated most if not all of its maps.

    15. Re:Building a mod inside a level editor... by tcopeland · · Score: 1

      > Omgifol

      Very nice! I notice that wad.py is only 21 KB. Interpreted languages are great, huh?

      I'm looking through your WAD parsing code now... very helpful, thanks!

    16. Re:Building a mod inside a level editor... by kalirion · · Score: 2, Informative

      This would be a bit simpler probably for older 2 1/2 D games like Doom, ROTT and Descent, compared to full 3D engine games like the Quake and Unreal series. But definitely do-able I think.

      Just FYI, Descent was a full 3D game in every sense of the word.

    17. Re:Building a mod inside a level editor... by pavon · · Score: 4, Funny

      hehe, only on slashdot could Mohammed Al-Sahaf be considered informative.

    18. Re:Building a mod inside a level editor... by Anonymous Coward · · Score: 0

      Out of curiousity, you work for SCO now, don't you?

    19. Re:Building a mod inside a level editor... by Slime-dogg · · Score: 1

      It could be really easy to do with SVG / EPS / PS type diagram/image formats. They already use vertexes and chords (paths) and all that good stuff.

      That would be an interesting thing... Use groups of paths of different colors to define different elevations, super-impose them on top of eachother, and generate the map file that way. I remember the old WAD editors for Doom, and how much cut&paste would have saved the day.

      Too bad you need heavy duty 3-D tools like 3DSMax (or yeah, notepad and a lot of spare time) to do modeling for the newer engines.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    20. Re:Building a mod inside a level editor... by tcopeland · · Score: 1

      > They already use vertexes and chords (paths)

      Really? Cool. It seems like there are a lot of file formats and structures and such that could be automagically "transformed" if you will into a DOOM map. Just need some scripting glue.

      > Use groups of paths of different colors
      > to define different elevations

      Cool, yup. So a stairwell would look like a little spectrum-ish sort of thing. Neat.

    21. Re:Building a mod inside a level editor... by 88NoSoup4U88 · · Score: 0
      Soldier Of Fortune 2 : Double Helix (by Raven software) has a random mission generator
      The end result (random open area maps, with objects randomly chucked in there : works quite well imo)
      Still, if they wanted to make this work for a random interior level , it would be a lot harder to pull off : As 'gameflow' and 'chokepoints' are more easily defined/implemented in open areas.

      just my 2 cents

    22. Re:Building a mod inside a level editor... by Sludge · · Score: 1

      I know you're talking about the original Doom, but...

      The Bobtoolz plugin packaged with GtkRadiant has C++ code that generates brushes, the windings that they consist of, entities and patch meshes, and sends that data to GTKRadiant, as a plugin.

      The new Doom opens up opportunities for random map generation, as there should be no lengthy map compilation step. You could send a random seed or a series of parameters over a network and have a map be built for all clients.

      I was toying around with a random level generator this summer when I had some free time. I built an preview window, as I was not able to hook it into Doom 3 (not released yet, obviously).

      Link

  3. It's not a coincidence by Mukaikubo · · Score: 5, Insightful

    The games with wildly successful modification scenes are games that are commercially wildly successful, in general. The positive correlation is real.

    It mystifies me that a game these days can possibly be shipped without a comprehensive editing tool. They're artificially limiting their games' lives and shooting their sales in the foot.

    1. Re:It's not a coincidence by dolo666 · · Score: 4, Interesting

      When I was interviewed by the New York Times about the mod I'm doing, I was shocked at how much of the interview was left out. So I'm doing a feature with MTV magazine about it, and forgive me if I'm having some faith. :)

      My point is that the NYT doesn't know much about modding. They only know what they can see, and that's a wall of information. They don't have good resources for tapping into something like modding. Part of that is our fault, because there isn't a central information base for modding anymore, and there hasn't been since Slipgate Central was shut down. NYT wouldn't know what Allstar CTF was, and they would likely think that Zoid was a little toy.

      But patiently, with time, maybe the rest of the world will get it, when it comes to mods. Until then, we have to make do and we have to try and keep working towards that connection.

    2. Re:It's not a coincidence by Lumpy · · Score: 1

      to a point. The super old Quake III has the absolutely best "mod" out there even making Counter strike look like a joke.

      Urban terror. Free mod, works on all quake 3 platforms and is an absolute blast. Commercial games are only just now getting up to where they were 2 years ago with gameplay and ideas.

      --
      Do not look at laser with remaining good eye.
    3. Re:It's not a coincidence by Anonymous Coward · · Score: 0

      I thought Counter-strike was a joke. I figure the only reason CS is still so popular is it's damn near impossible to find a computer it WON'T run on. Considering the system requirements is a P133, and 3D acceleration is optional, that does rule out all those people still running 486's, and very low end Pentiums, but not much else. Quake 3, on the other hand, requires almost twice that, with a P233 or PII-266 with 3D acceleration being the minimum.

  4. user-created levels by theMerovingian · · Score: 3, Insightful


    are a great addition to commercial games...

    so long as there is a moderating system to sort the wheat from the chaff (to use a biblical metaphor)

    --
    "If you think you have things under control, you're not going fast enough." --Mario Andretti
  5. The Baldur's gate engine by Space+cowboy · · Score: 4, Informative

    has a clone under SDL... See the SDL home page for a link :-)

    Simon.

    --
    Physicists get Hadrons!
  6. Link so you don't have to register by celerityfm · · Score: 5, Informative
    --
    ...unfortunately no one can be told what The Mat^H^H^HGoatse is...they must experience it for themselves...
    1. Re:Link so you don't have to register by GoogleBot · · Score: 1
      Hey! Thats Google, with a capital G!

      I may be a Verb now, but us Sentient Artifical Lifeforms have feeling, you know!

    2. Re:Link so you don't have to register by celerityfm · · Score: 1

      heh, it speaks!

      I was trying to make up for the all caps GOOGLE in the url ;) -- oh yeah and give me the line on the "florida" update eh?

      keep up the good work!

      --
      ...unfortunately no one can be told what The Mat^H^H^HGoatse is...they must experience it for themselves...
    3. Re:Link so you don't have to register by GoogleBot · · Score: 1
      Ok, ill let you go this time... :)

      And 'Florida Update' details are here.

  7. Mods... by Predathar · · Score: 5, Insightful

    I played lots of Quake2 mods, Action Quake2 being my favorite. Personally I didn't like the Half-Life net code when the game first came out but I heard that it got much better, but by that time I had dropped the game and moved on to something else.

    Games with mods do seem to have a much longer life than non-mod games, look at Tribes, Unreal Tournament, Battlefield 1942, Neverwinter Nights (which LIVES off of the mod concept), heck, even games not designed to be modded (Silent Hunter 2) have had mods done by very creative and dedicated fans.

    Allowing people to make their own maps is not enough, let them play with the engine, the graphics, the models, the scripting, it pleases the fans and makes them come back for a sequel. Its been proven lots of times, heck, people still play QUAKE1 because of the mods!

    1. Re:Mods... by grub · · Score: 1


      I've played Quake[123] mods and Half Life mods, but IMHO nothing beats Thief and Thief 2 fan missions. The Thief series is the only game I've never had absent from any of my gaming PCs. (Doom and ROTT are close :))

      --
      Trolling is a art,
    2. Re:Mods... by Cornelius+the+Great · · Score: 1

      "Its been proven lots of times, heck, people still play QUAKE1 because of the mods!"

      I couldn't agree with you more. However it's not just mods that keep people playing Quake I, it's ports. John Carmack unleashed a horde of ports to several of id's best games by releasing the source under GPL, which gives fans a chance to play games like Doom in OpenGL or on a cellphone, or even revamping Quake with today's graphics hardware support like per-pixel lighting and stencil shadows.

      I'm currently playing Tenebrae Quake, and it looks amazing on my GeforceFX 5900 Pro.

      --
      Sigs are for losers
    3. Re:Mods... by Bombcar · · Score: 1

      Handcannon, baby!

      And the knife.

      Action Quake 2 is the best. game. evah.

    4. Re:Mods... by jonathan_the_ninja · · Score: 1

      Talking of games with a long life due to mods...look at Super Mario Bros....There are at least 70 (I counted 74...) hacks of it (the ROM image, that is) available at Zophar's Domain! Some of which featuring: Final Fantasy 1's Black Mage, Spiderman baddies, Link, and drunk russian Mario!

      --
      I love NetHack.
    5. Re:Mods... by Anonymous Coward · · Score: 0

      Speaking of living and dying off of mods, Unlimited Adventures has had folks building modules for it for over 10 years, and there are still people actively building modules and talking about it on the mailing list ... not bad for a DOS based game released in 1993, wouldn't you say?

      Yeah, yeah, this is where someone complains about it's lack of cool graphics, special effects ... blah, blah, blah. The original NWN (of AOL fame) was based off the same game engine UA used, so the new NWN owes some of it's heritage to UA. And there are UA module developers making mods for NWN, so some traditions never die.

  8. Game mods are the best card for PC games by Walkiry · · Score: 5, Insightful

    And NOT trying to start a PC vs. Console war, game mods are one of the most important features that keep the PC gamers coming for more and paying big bucks for hardware (well, compared to consoles that are sold at a loss).

    On the other hand, mods (and in general, user-created content) are responsible for the metamorphosis of the computer games industry since the early 8-bit era to what it is today. No longer can you sell a hit game every 6 months , due to this extra content the average life of a good game has increased immensely, and thus, game companies now have to think carefully about their plans and development programs.

    --
    ---- Take the Space Quiz!
    1. Re:Game mods are the best card for PC games by miu · · Score: 2, Interesting
      Very true. I own every major console system at this point and even though I often prefer the console version there is no chance that I'm going to get Morrowind or Half-Life 2 for the X-Box, I'd be missing out on all the mods and add-ons that keep the games interesting.

      And using a subscription service to distribute some additional content is not really an option. Content management systems on consoles are still so clumsy as to barely qualify as usable - I'd rather just use my pc and know I can do what I like with the game.

      --

      [Set Cain on fire and steal his lute.]
    2. Re:Game mods are the best card for PC games by h0mer · · Score: 1

      At least in the case of Half-Life 2, don't you think Microsoft/Sierra will see dollar signs as soon as a mod gets a buzz around it like Counter-Strike? The Xbox does have a hard drive, and there is a content distribution model in Xbox Live. They'd probably charge $5 along the lines of the new MechAssault content, but it could certainly be worth it.

      I'll be getting HL2 for the Xbox, if only because I don't bother to have a gaming PC.

      --


      I'm on top of my game like I'm standin' on Xbox.
    3. Re:Game mods are the best card for PC games by miu · · Score: 1

      MS especially often has to be kicked in the head to realize what people actualy want (they are past masters of marketing research that leads them to build the wrong thing though). I'd hate to be limited to just those mods that MS or Sierra choose to publish through X-Box Live.

      --

      [Set Cain on fire and steal his lute.]
    4. Re:Game mods are the best card for PC games by SaltLord · · Score: 1

      Well maybe it's important.. but I think THE mouse is the most important reason why the consoles haven't taken over..

  9. The Darkest Day by Space+cowboy · · Score: 2, Interesting

    ... for BG2 has to be the best unofficial mod I've ever played - a huge effort by the team. It unbalanced the game somewhat, but it certainly made it different to run into an area you knew well only to be completely ambushed. Oh sh...

    Simon.

    --
    Physicists get Hadrons!
  10. Re:Super by t0ny · · Score: 2, Informative
    This is a pretty big dis for Half-Life, which probably has the biggest mod community ever. However, I believe HL was based upon the Quake II engine (although it was heavily modified), so perhaps that is the reason for the omission.

    Perhaps the article was just focusing on the current generations of engines, so Unreal would be a good choice, now that it is getting yearly updates. I hope the vehicles in UT2k4 are going to be good...

    --

    Manipulate the moderator system! Mod someone as "overrated" today.

  11. Half-Life by mbbac · · Score: 0

    Perhaps Half-Life mods weren't included since Half-Life is a mod itself.

    --

    mbbac

    1. Re:Half-Life by JSkills · · Score: 1

      Not trying to be a wiseguy, but Half Life is a mod of what exactly? I remember buying a copy of the game Half-Life a couple of years ago our of the box.

    2. Re:Half-Life by artemis67 · · Score: 4, Informative

      He's referring to the fact that HL is based on the Quake I engine, which Valve licensed from id. However, Valve rewrote some 70% of the code.

    3. Re:Half-Life by JSkills · · Score: 1
      Oh ok. Thanks for the info.

      I still don't think I'd classify Half-Life out of the box as a "mod" though ...

    4. Re:Half-Life by Photon+Ghoul · · Score: 1

      It's a modification of the Quake engine. How is that not a "mod"? Granted, it had financial backing and a nice pretty box, but a mod is a mod is a mod.

    5. Re:Half-Life by vrai · · Score: 4, Informative
      It's a modification of the Quake engine. How is that not a "mod"? Granted, it had financial backing and a nice pretty box, but a mod is a mod is a mod.
      A mod is a modification of a commercial game that uses the original game engine. Counter-Strike, Team Fortress, Desert Combat all use the original game engines but with new rule and graphic sets. They did not change the underlying game code. This is primarily because none of these mods were created by people with access to the engine code.

      In comparison Half-life was a huge rewrite of the Quake I engine by a company that had licensed the code. If that's a mod then GTA:VC is a mod of Burnout 2, because they're both built on top of the Renderware graphics engine.

    6. Re:Half-Life by cK-Gunslinger · · Score: 2, Interesting


      No, I don't buy that. By that argument, almost 50% of the games out there are just mods. Is Jedi Knight II just a Quake 3 mod? It uses the same engine. Same for most of the Star Trek games, Heavy Metal, etc. I don't think that just because a game uses a licenced engine, it can be referred to as a mod.

      Technically, yes, it is a 'modificaton' of an existing game, but I believe the term 'mod' means something a little more specific. Can't mods use the original games' content (sounds, models, textures)? If you licence a game engine, I'm pretty sure that's all you get. The game engine and maybe the net & scripting code. Also, mods *require* the original game in order to work. I don't think owning Q3A is a requirement for playing JKII.

      I'm probably just arguing semantics, but in my mind there's a big distinction between a mod and a licenced-engine game.

    7. Re:Half-Life by Quintin+Stone · · Score: 0, Flamebait

      And a retard is a retard is a retard. Guess what that makes you, dumbass?

      --

      "Prejudice is wrong; you should hate everyone the same."

    8. Re:Half-Life by Photon+Ghoul · · Score: 1

      Good points. I stand clarified.

    9. Re:Half-Life by Slime-dogg · · Score: 1

      In the strict sense, a mod uses the same executable as the original game. You can run CS by running the Half-Life executable and loading the CS module. This is the same for NWN and Quake 3.

      The Jedi Knight II team had access to the Quake 3 source code, and made a few modifications to it. It's the same as Valve's HL, or Raven's games (Heretic, Hexen, RTCW), or the probably now-forgotten Corridor 7 (Remember the box? "Based on the Wolfenstein 3-D engine!").

      A mod is replacing the scripting of the engine, the graphics, and models in such a way that you get a new game. The graphical quality doesn't get any better, unless you've used better resolution textures or something.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  12. Here's a mod by Troll_Rex · · Score: 0, Funny

    Slashdot Half-Life. Cmdr. Taco is the G-Man, Hemos is one of those big brown red lightning throwing guys, and CowboyNeal ... well ... he's a BIG boy, so he gets to be that fat slug thing crawling through the portal at the end of Opposing Forces.

  13. They should be thanking us! by Terragen · · Score: 5, Interesting

    Mods like Counter-Strike are a boon to developers. Its like having people who work for free. I know that valve has taken CS under their wing now but there are many mods that keep games playable - with no work on the part of the developers. Imagine all the people who bought half-life so they could play counter-strike on the internet (or DoD or TF)? Originally CS was just a couple of nerds with some free time on their hands.. Not to mention that you can't make everyone happy.. mods let people take a great engine and make a game that is "boring" to them fun. Some people like CS, others prefer TF, some are into DoD.. I'm pretty sure that many of those people never bother to play multiplayer HL.

    1. Re:They should be thanking us! by Jagasian · · Score: 1

      You are talking about TFC, not TF. TF is a mod for the original Quake, and it is to this day the most popular Quake mod. Valve bought the TF mod team and had them make TFC for HalfLife.

    2. Re:They should be thanking us! by hkmwbz · · Score: 1
      I don't think they owe anything to us. After all, they spent development time on making Half-Life mod friendly, and they have actively supported the mod community with tips and help, and have responded to its needs.

      We, on the other hand, owe Valve a big thank you for making a mod friendly game, and for supporting it for so long, thereby allowing us to play quality mods for free. And we owe the mod makers big thanks for taking the time to create cool mods.

      One which should be mentioned more often, by the way, is Natural Selection.

      --
      Clever signature text goes here.
  14. Glaring Oversight by Sage+Gaspar · · Score: 5, Informative

    I find it a glaring oversight to see an article on PC game mods not even mention Half-Life, a game which has had a ridiculous shelf life powered almost solely by the bevy of mods released for it.

    And no discussion of Half-Life would be complete without a discussion of Natural-Selection, a mod that turns HL into an FPRTS with marines fighting aliens and a focus on resource control (and now, with a level-based team FPS that's leagues beyond other mods dedicated solely to team FPS).

    1. Re:Glaring Oversight by Anonymous Coward · · Score: 0

      cripes Quake 1 2 and 3 have many more mods,. are STILL popular at lan parties and the mods like urban terror make halflife and the Counterstrike look like a complete joke.

      Half life is nothing more than a modded version of quake 2.

    2. Re:Glaring Oversight by Anonymous Coward · · Score: 0

      Natural Selection is amusing, but Counter-Strike is the glaring oversight. It leaped from the HL freeware mod world and actually became a boxed product.

    3. Re:Glaring Oversight by Anonymous Coward · · Score: 0

      Half life is nothing more than a modded version of quake 2.

      No, it isn't. It's a very heavily modded Quake 1. :-)

    4. Re:Glaring Oversight by cK-Gunslinger · · Score: 1


      The only thing that pisses me off about NS is the fact that I was sketching out the exact same concepts on paper and fishing for some feedback in my newsgroups when I first heard about it. Dammit! A day late and dollar short, as they say.

      Although my version was intended mainly to fill the large gap in the genre of 'games for multi-monitor systems.' I figure a commander could have a full-screen map on one and use the other(s) for nifty things like status monitoring and live feed from units and security cams. Also, my version was a UT mod, as HL is getting rather long in the tooth.

      Oh well. Always gotta be on the look-out for the next opportunity.

    5. Re:Glaring Oversight by Midnight+Thunder · · Score: 1

      The only thing that pisses me off about NS is the fact that I was sketching out the exact same concepts on paper and fishing for some feedback in my newsgroups when I first heard about it. Dammit! A day late and dollar short, as they say.

      You may be late, but like many things in life, this is your opportunity to do something better, since you already have a reference to go by.

      --
      Jumpstart the tartan drive.
    6. Re:Glaring Oversight by asdfghjklqwertyuiop · · Score: 1

      It may have been done already, but like some other guy said, you could probably do something different/better. I really like the idea of a FPS+RTS game, but natural selection is one of the most boring games I've ever played. There's a lot of potential in this genre.

    7. Re:Glaring Oversight by Haeleth · · Score: 1

      I find it a glaring oversight to see an article on PC game mods not even mention Half-Life...

      Eh? You can't have read it very carefully. If I may quote the second page...

      Mr. Rein said the makers of such high-profile games as Half-Life and Splinter Cell pay as much as $400,000 for the license.

      Okay, so it's a throwaway reference to Half-Life as a game made using a licensed engine, rather than as a modder's paradise, but even so...

  15. Quake, not Q2 by Terragen · · Score: 2, Interesting

    Contrary to popular belief I'm pretty sure that Valve took the Quake (not Q2) engine and redid something like 70-80% of the code.

    But it was Quake IIRC which was the first 3d shooter to actively support and encourage a modding community by releasing QuakeC.. I guess half-life's huge mod community is just an extention of that success.

    :D

  16. Speaking of Mods by JSkills · · Score: 3, Interesting

    Did anyone ever play the "TW Creeper" mod for the original Quake? As nice as the 1st person shooters have gotten - Counterstrike is so much more realistic and several orders of magnitude more impressive in terms of rendering graphics - I still haven't found more enjoyment in a multiplayer 1st person shooter than that old modded version of Quake. Sounds silly I guess ...

  17. What the article poster forgot... by i.r.id10t · · Score: 4, Interesting

    ... is that the classic Quake/QuakeWorld engine really started the ball rolling for mods, and is/was responsible for some of the things we take for granted in these games, like CTF (Thanks Zoid and Threewave for helping me waste sooo much time playing - had a blast) and the original TeamFortress.

    --
    Don't blame me, I voted for Kodos
    1. Re:What the article poster forgot... by ph43thon · · Score: 1

      Yeah, the sole mention of Quake/Quakeworld is exactly one sentence that simply says, "Oh, and Id Software let people mod Doom and Quake in the early 90's." Teamfortress for Quakeworld and Loki's Minions CTF (LMCTF) for QuakeIII were it as far as my reclusive ass was concerned. My impression is that the writer (Michel Marriott) knows next to nothing about Mods and did a little googling along with some emailing. To be fair, it wasn't a historical overview. I'm just boohooing since Quakeworld mods weren't acknowledged as the "true" originator of the Mod Community.. (cry cry)


      p

    2. Re:What the article poster forgot... by gid · · Score: 1

      Actually it was Doom that started the ball rolling for mods. Heck there were probably even Wolfenstein mods. Search around for Alien Doom or Starwar Doom, there were some really really creative mods out for Doom, for an engine that wasn't really meant to be modded. Actually, Doom has the capability of loading external pwads which replaced levels, sprites, and sound effects, but you couldn't change any of the programming side of it, until DeHacked (I think that's what it was called) came out, which allowed you to apply a binary patch to your Doom executable, modifying things like firing rate, damage, etc. It was only after so many people modified Doom, and Doom2, that id software finally saw how good it was for sales to their game that they made Quake easily moddable off the bat.

    3. Re:What the article poster forgot... by Anonymous Coward · · Score: 0

      You forgot about Barney Doom.

    4. Re:What the article poster forgot... by Jagasian · · Score: 1

      Yeah, but Doom mods lack many things that modern mods, while Quake mods such as TeamFortress were the begining of mods as we know them today. Doom mods were often just new textures, sprites, and levels. Quake mods were new original games in and of themselves.

      What I am saying is similar to how to refer to the first "modern man", who shared all of the major traits with current day humans.

      Doom mods are like chimps that walk upright and can use tools, while Quake mods are like cavemen.

    5. Re:What the article poster forgot... by ph43thon · · Score: 1

      oop, to correct myself: LMCTF was for QuakeII. Part of LMCTF became part of the Quake3 Alliance mod. anyhow.. forgive my screw up.

  18. Slashdot and Counter Strike: by mikesab · · Score: 0

    My worlds collide.
    I need to lay down for a bit.

  19. Of course it's not a coincidence by AftanGustur · · Score: 2, Interesting


    The games with wildly successful modification scenes are games that are commercially wildly successful, in general. The positive correlation is real.

    Being "commercially successful" means just that. That is sells many copies, it does not mean that people are actually playing the game out of the box .. Take Half Life for example and look at how many people are playing Un-MODed HalfLife today .. Not many .. The ONLY reason Valve is still selling HalfLife, is because of the MODs..

    Therefore talking about a "positive correlation" is, mildly put, misleading.

    --
    echo '[q]sa[ln0=aln80~Psnlbx]16isb572CCB9AE9DB03273snlbxq' |dc
  20. TF a Halflife mod? by scorp1us · · Score: 2, Interesting

    I seem to remember playing TF on Quake 1's engine. As a matter of fact, me and my college buddies worked with the people making TF. We exerimented on our own selves (being in a college dorm, we had a perfect environment) trying out weapns like the gib gun, and *I* even prototypes the sniper dot. It was an 'x' originally.

    So there might be a TF for HL, but TF is and always shall be a Quake mod. After all, Quake was the first engine that was open to modding by average Joe.

    --
    Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
    1. Re:TF a Halflife mod? by PainKilleR-CE · · Score: 2, Informative

      Valve hired the developers of TF to make TF2, and eventually we ended up with a TF2 dev cycle that is nearing DNF, but they also developed TF Classic for Half-Life, which is somewhat similar to the original Quake mod (Valve also eventually released a DM Classic mod which is similar to Quake DM). TFC was released around the same time as the first SDK for Half-Life, basically as a way of showing off what could be done with the SDK and the HL engine. TFC itself has also been updated several times during it's life, including a re-incarnation of the engineer's teleport pads.

      --
      -PainKilleR-[CE]
    2. Re:TF a Halflife mod? by scorp1us · · Score: 1

      I remember TFC and how horrid it was. The physics between the two engines made Q:TF die hards complain constantly. Hardly anything worked the same, though it all worked. The matchups between classes turned out impossible to duplicate, and forced re-learning (for those that did) of how to play the game.

      Lets not forget that Quake, driven by TF also started the Clan Wars. Now you can't go anywhere without having some kind of Clan for a multiplayer game.

      --
      Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
  21. Re:Quake, not Q2 by HexRei · · Score: 2, Informative

    This is true. However, during development, Q2 was released and Valve was given an infusion of Q2 code. So the HL engine is mostly custom, with a fair amount of Q1 and some Q2 code.

  22. mtavc mod by ph43thon · · Score: 1

    Too bad they didn't mention Multitheft Auto for Vice City. Those guys made their own netcode and everything with no access to the source code.. don't ask me how that sort of thing is done. (I'm sure there's someone here who will inform me that "it actually isn't very hard to do.") The only thing (IMFO) that the GTA franchise is missing is solid multiplayer functionality.


    p

    1. Re:mtavc mod by Dreadlord · · Score: 1

      the mod (MTA) actually reads and writes to the original game memory on the fly, while the game is running, to position players, cars and the like.
      I read this somewhere over their site, but I can't seem to dig it out right now.

      --
      The IT section color scheme sucks.
  23. Re:Of course it's not a coincidence by Mukaikubo · · Score: 1

    My point was that there's a correleation between having a thriving mod scene and having a lot of sales. I think we're trying to agree on this, but not finding the right words.

  24. Future of modding... by hookedup · · Score: 4, Interesting


    I'm a big fan of Desert Combat mod for Battlefield 1942, seems as though the designers/coders have formed their own company headed by founder Frank Delise. This seems like a great way for mods to break into the gaming scene, release an amazing mod for free, then start a company, then PROFIT! (sorry..). I'm really looking forward to see what these guys are comming up with next.

    1. Re:Future of modding... by Anonymous Coward · · Score: 0

      you mean:
      1. Start an amazing mod
      2. Get a great design team that works well together
      3. Start a company
      4. PROFIT

      publishers (sh/w)ould be knocking on these guys doors.

    2. Re:Future of modding... by KiDas · · Score: 1

      Back when Novalogic made the original Comanche, F22, Armored Fist (i think,) and DeltaForce I would talk with my friends about how amzing it would be to play one game where all these were integrated. It wasn't until another 10 years later that I saw Battlefield 1942 for the first time. I was amazed and it was a good bit of fun to play, but I wasn't really into the WWII timeline.

      A friend recommended DesertCombat and I havn't looked back since. It's completely amazing and very well done. I was shocked that it was free too! The BF1942 engine could be a little bit better and it will be nice to see what they have in store for the next version... How about a MMPOG version? hehe.(

      It is amazing though that a game company can sell thousands more copies of a game just because a free mod is made.

      --

      A distinctive mark, characteristic, or sound indicating identity
  25. Consoles? by Mukaikubo · · Score: 2, Insightful

    The real question, though is when (if ever!) net access by consoles are going to allow widespread modding of console titles. I look forward to it, if it's even possible.

    1. Re:Consoles? by easyfrag · · Score: 2, Informative

      I've played Quake2 on a modded Xbox via this port. I was able to add the CTF files to it and it worked perfectly, well except for the fact that I was using the xbox controller and found it useless for a fps, I was playing guys on PC's and couldn't turn and aim nearly as fast. I'm not sure if the Q2 CTF files counts as a mod or not, I believe id put them out but I could be wrong.

  26. Re:Super by MMaestro · · Score: 1
    Yeah the Half-Life mod community is pretty much the biggest one out there, but remember the game is old. Really old by gaming standards. And Half-Life 2 is coming out and stealing some of its old fanfare. You can't blaim mainstream media for skipping over a 2+ year old game thats, basicly, being run solely by player made mods now when theres so many other more attractive and more recent games.

    With games becoming more and more 'mainstream' with each generation of games, I think they're doing the right thing by paying attention to current games instead of going 'old skool' and start off their article back during the days of Doom.

  27. Re:Super by Anonymous Coward · · Score: 0

    True. QuakeI with modified lighting (RGB instead of 8 bit), plus skeletal animation, decals, updated particle effects, and C++ for game code instead of QuakeC...

    Half-Life's Code: Quake1 or Quake2?

  28. glaring omission by ehvoy · · Score: 2, Insightful

    But here's a glaring omission: Half-life...

    Simple, no linux support.

    1. Re:glaring omission by Anonymous Coward · · Score: 0

      You think that the New York Times neglected to mention Half-Life becuase there's no LINUX SUPPORT? What kind of retard are you? And what kind of idiot modded you up for that assinine statement?

    2. Re:glaring omission by ehvoy · · Score: 1

      it's fun watching the veins pop out in your forehead too.

  29. Yay! For once, HL & Counterstrike not mentione by Retired+Replicant · · Score: 2, Insightful

    There have been lots of articles in the mainstream media about mods, but usually they end up talking almost exclusively about Half Life and Counterstrike. For once, I'm glad to see them not get mentioned. It is time for the online FPS gaming community to move on from those 5 year old games and mods. There is much better stuff out there to play now than Half Life & Counterstrike. I think the Desert Combat mod for Battlefield 1942 has a chance of becoming the "new" Counterstrike.

  30. Re:Battlefield 1942 by gassendi · · Score: 2, Informative

    I don't know what it's like in the rest of the world but in Australia there are about four times as many Desert Combat servers as "Vanilla" BF servers, and they are always busier. (DC is, as you might guess, based on both recent Gulf Wars).

    This is despite EA Games being very reluctant to support mods. Even the map editor promised shortly after the game was released only came out almost a year later and after a lot of complaining in the BF community. There is now a rudimentary SDK, but this is probably because the suits at EA saw the official expansion packs do comparatively badly and saw how well community made mods (epsecially DC and the Vietnam mod Eve of Destruction) were doing. You need a copy of the original game to play the mods, so reluctantly EA have started to co-operate.

    Valve are probably the industry leader in terms of encouraging mods. This is an interesting business model, as it resembles OS while still allowing the games companies to sell licenses. If even EA are moving in that direction, then I think gaming is going to get very interesting (from both the players' and modders' point of view) in the next few years.

  31. Competitive Gaming by Marsala · · Score: 4, Informative

    I've recently been sucked into the competitive gameplay world (where teams organize into divisions, leagues, etc, tournaments are held periodically for cash and prizes, and all that good stuff). As much as I used to chuckle at the thought of "pro gamers", it turns out that there can be just as much nuance to strategy and execution to appreciate in watching a multiplayer video game as there is in watching say a football game. At least to my mind.

    One cool thing about mods is that they can be used to improve games to a point where they're suitable for competition. The ETpro mod by bani for the game Wolfenstein: Enemy Territory alters some aspects of gameplay to make it more suitable stopwatch competitions.

    The other thing mods can do, and this is kinda neat, is actually add in features to accomodate game spectators. Again, using ETpro as an example, bani included some small changes to help shoutcasters quickly identify players and get stats during the match. A multiview feature was also added so that a spectator could watch the game from several different points of view with a Picture-in-Picture style setup.

    In the future, I see mods stepping up to fill in the roles that the original game developers either couldn't think of or didn't want to address because the competition world wasn't their target audience. I can see a mod coming out that can not only handle broadcasting video of the match, but offers optional commentary via an mp3/ogg stream from a caster and presents information kind of in the same way FOX does for football games (current scores, tickers for other matches, league stats for players, etc).

    Yeah. Mods are crucial if you want to let your users take your software places you'd never even thought of before.

    1. Re:Competitive Gaming by Saeger · · Score: 1
      ETpro ... alters some aspects of gameplay

      Does it get rid of the lame bunny hopping physics? God that's annoying! "Look at me everyone! I'm strafe jumping like a retard so I can move a little faster. I've got l33t skillz!"

      --

      --
      Power to the Peaceful
    2. Re:Competitive Gaming by Marsala · · Score: 1

      No, but introduces the old concept of "sticky" charges.

      So if you're one of those gimps who goes bunny hopping off to high ground, switches to panzer, drops one shot, and then /kills... all your stamina is gone when you respawn so you won't be able to do it twice in a row.

      The changes I meant were fixes to the underlying game... such as being able to choose from multiple spawn points before the match starts, buglets that allowed airstrikes to pass through walls, game restrictions on map features (ie, you have to use dynamite to blow up the ramp on battery instead of just a satchel charge, which helps because stopwatch plays with half the timelimit), locations of various displays in the HUD, etc.

      Physics and the way weapons work weren't really changed that much... which keeps the competition settings close enough to the original game that newcomers won't have to "learn" a new game.

  32. Mods extend your gaming dollar by TerraFORM · · Score: 1

    Notwithstanding the criticisms of Half-life and its prodigy (which is silly since it is largely the mods of that game that is likely the impetus of this article), mods are great in that you buy the game, and sometimes the mods are better than the game they're modded from. I currently play Desert Combat, which is a mod of the BF1942 franchise, and is the next CS (IMHO).

  33. My personal favorite by jeremyds · · Score: 1

    The best all-time mod I've played is Weapons Factory for Quake II. It was an intense, class-based, capture-the-flag gameplay style that I've spent countless hours playing. Quake II was arguably a weak follow up to the uber-popular Quake I, but this mod greatly extended its life.

    1. Re:My personal favorite by gid · · Score: 1

      There's always Weapons Factory for Q3, and my personal favorite Quake3 Fortress. Both great games, but both are in danger of dying since not nearly as many people still have Quake 3 installed anymore.

      I fear Q3F is close to it's death. It'll be a sad day to stop playing it, kinda like the last days I played Action Quake2. lostinfo.com went down, among others, and eventually it was hard to find a good game with a decent amount of players on it anymore. Right now no one even plays Q3F on US servers until after like 5pm or so, and after 2 or 3am? Forget about it.

      I spent many Friday and Saturday nights at college playing Quake1 Threewave and ThunderWalker CTF from 2:30am (when the bars closed) until I couldn't stay awake any longer --(usually around 8-9am or so when the sun got to be too bright shining in my window)

  34. You could get it to output a .map file... by Anonymous Coward · · Score: 0
    The Quake engines, and I imagine all the games based on them, use a very simple intermediate text-based format for defining level geometry, the .map file. The GUI map editor produces such a file which is then passed to some command-line tools which then generate a binary .BSP file, generate clipping hulls, perform visibility checking and render the lightmaps.

    The Half-Life compile process has been drastically upgraded over the years - initially in a semi-official capacity by a Gearbox employee, and then unofficially by numerous programmers all over the world. The tool source code has been available for ages, and new features are still being added - more accurate clipping hulls, reduced engine load, improved lighting, optimised BSPs which effectively break hard-coded engine limits such as the maximum plane count...

    Here's a snippet from a real Half-Life .map file, with a brush entity (eg a door) and a point entity (eg a light or a monster). Brushes (solids) are defined by a number of planes (each face requires just three points), and each face has a texture and texture offsets and projection given. A point entity is simply defined by an origin.
    {
    "classname" "func_illusionary"
    "rendercolor" "0 0 0"
    "renderfx" "1"
    "rendermode" "5"
    "renderamt" "96"
    "skin" "-1"
    {
    ( 2 -1780 -656 ) ( 2 -1896 -656 ) ( -2 -1896 -656 ) NULL [ 1 0 0 0 ] [ 0 -1 0 -1 6 ] 0 1 1
    ( -2 -1780 -1056 ) ( -2 -1896 -1056 ) ( 2 -1896 -1056 ) NULL [ 1 0 0 0 ] [ 0 -1 0 -16 ] 0 1 1
    ( 2 -1780 -656 ) ( -2 -1780 -656 ) ( -2 -1780 -1056 ) NULL [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
    ( 2 -1896 -1056 ) ( -2 -1896 -1056 ) ( -2 -1896 -656 ) NULL [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
    ( 2 -1896 -656 ) ( 2 -1780 -656 ) ( 2 -1780 -1056 ) PRXSCREEN4C [ 0 1 0 64 ] [ 0 0 -1 0 ] 0 1 1
    ( -2 -1896 -1056 ) ( -2 -1780 -1056 ) ( -2 -1780 -656 ) PRXSCREEN4C [ 0 1 0 64 ] [ 0 0 -1 0 ] 0 1 1
    }
    }
    {
    "classname" "env_glow"
    "rendercolor" "255 255 200"
    "model" "sprites/glow04.spr"
    "scale" "1"
    "renderamt" "160"
    "rendermode" "3"
    "origin" "-20 -1892 -784"
    }
  35. Urban Terror by InOverMyFeet · · Score: 2, Interesting
    I've played several mods from the Quake series of games but can't seem to walk away from Urban Terror (now at beta 3.1). I haven't seen any mention of this one on the comments posted thus far. IMHO, I think this mod nails the perfect combination of realism and gameplay. I think CS is cool and very realistic but I think it's a little too real for gameplay. I play UrT almost every day but only for 30 minutes to an hour (except for the weekends when I log several hours every Saturday and Sunday). I've played CS and sometimes went half an hour with little or no action.

    Most of the time I need to get on and get my fix in a hurry. I know this sounds sad, and yes I'm addicted.....admitting is the first step towards recovery. - MK-Ultra (to Urban Terror regulars)

    --

    -- Probability does not dismiss possibility --

    1. Re:Urban Terror by cr@ckwhore · · Score: 1

      Yeah, I'm with you on this one. Urban Terror is an awesome q3 mod ... it's practically the only thing I've been playing for the last few weeks. Big plus is that it runs on Q3Linux too.

      --
      Skiers and Riders -- http://www.snowjournal.com
    2. Re:Urban Terror by yuud · · Score: 1

      1/ CS is not realistic in the slightest. You can fire a bullet through 6 feet of concrete, for example. Oh and guns magically appear in your hands each round. 2/ If you played CS for half an hour with little to no action, try using one-hand for gaming and take matters into your own hands.

    3. Re:Urban Terror by mondoterrifico · · Score: 1

      If you guys like Urban Terror, you might also enjoy TrueCombat,www.truecombat.com
      It is similar but superior to Urban Terror(imho), as it focuses more tightly on realism. It is of course a Quake 3 mod, and so runs under linux.

    4. Re:Urban Terror by jjhlk · · Score: 1

      The "realism" is what gives Counter-Strike its gameplay (just equivocating). But it isn't very realistic, and you have to learn to play it like any game (within the rules of the game - not the rules of the world which happen to be mimicked in the game poorly). I can't comment on Urban Terror (though I played a game of a similar name for Unreal Tournament and it was boring), but if you don't get any action from Counter-Strike for 30 minutes then you are either in a bad server or you just suck at camping or hunting (a problem which is only at the end of the game and isn't limited to counter-strike, so I think your experiences are exceptions).

    5. Re:Urban Terror by ccnuggie · · Score: 1

      I've played CS and sometimes went half an hour with little or no action. You're what we call 'noob'.

    6. Re:Urban Terror by InOverMyFeet · · Score: 1
      If you where trolling I don't mind but if not I would be interested in your comments.

      You're right.....at the time I was indeed a "noob". And that was probably part of it.

      I have found that it is very hard to break into the online gaming world (i.e. to be considered more than a noob). From Q1 to Q3 and all the respective mods that I've played I've always performed well compared to others online. Even now, playing Urban Terror I always finish among the top players when the match is over. I've never used any cheat while playing and always try to practice good gamesmanship. Despite all this I've never been invited to be part of a "clan".

      So what kind of person makes a "good" candidate to be in a clan? It is obviously not based solely on performance. I used to consider it like major league sports....get the best players on your team for a run at the championship.

      --

      -- Probability does not dismiss possibility --

    7. Re:Urban Terror by ccnuggie · · Score: 1

      You have to have no life and be able to devote all your massive amounts of free time to practicing with clan and being in matches.

  36. Would Add-Ons Count? by fuzzybunny · · Score: 1


    Here's a thought; I'm a huge fan of BF1942 (it's a bit slower-paced than most FPS, and I like the "real" weapons.) EA Games have brought out a number of pretty cool add-ons for it (Secret Weapons, Road to Rome, etc.) as well as a number of really neat maps with new weapons and whatnot.

    Does this count, or are people religiously opposed to something being called a "mod" if it comes out of the same shop that brought out the game in the first place?

    --
    Cole's Law: Thinly sliced cabbage
    1. Re:Would Add-Ons Count? by Retired+Replicant · · Score: 1

      A "mod" implies that is it freely downloadable. An "add-on" or "expansion pack" implies that it costs money. The problem with "add-ons" and "expansion packs" is that you can never count on them selling widely enough to be worth purchasing. Nothing sukcs more than laying out cash for an expansion pack only to find that there are hardly any games running online that use the expansion pack. At least with a mod, you haven't wasted any money if you can't find enough games being played online.

    2. Re:Would Add-Ons Count? by Wakkow · · Score: 1

      DesertCombat is a mod. Those would be expansion packs.

  37. Ah, brings back memories... by Gudlyf · · Score: 1
    I can't believe the old page for TeamFortress is still around. Must be for nostalgia's sake. Still, it's good to look back at my one short fleeting moment of fame, heading up and releasing the last version of that mod many years ago. Then again, it makes me realize just how old I am now.

    I've lost so many contacts from those days, but I still email Robin every so often to see what he's up to. I'm afraid to ask what the atmosphere around the Valve office is in the aftermath of the recent security breach.

    --
    Trolls lurk everywhere. Mod them down.
    1. Re:Ah, brings back memories... by madcow_ucsb · · Score: 1

      Holy shit, has it been that long? CS was great and all, but nothing compared to playing TF on Quake 1 back in the day. Best game ever. Somehow TF on HL just never seeemed the same and I just couldn't get into it and switched to CS... :( Of course now I haven't touched a game on a PC since about 2000...

      That said, I like how that news page says that the developers started work full-time on TF2 in 98. I guess it'll come out the same time as Duke Nukem Forever.

    2. Re:Ah, brings back memories... by Anonymous Coward · · Score: 0

      Old (as in Quake 1 based) team fortress itself is still alive and being played, why should the pages be gone?

      Actually, the first online FPS that managed to get me to stop playing Q1 based TF is Wolfenstein Enemy Territory. Somehow, it does seem to create the same type of gaming experience, but with a much more modern setup and environment.

      Modding as such did not start with doom, it started somewhere in the 80s or so with people creating new levels for games together with new playing options, and new areas for adventures, and such things. What doom brought was multiplayer fps together with mods. What Quake brought was an engine that was made with modding in mind, what Q3 brought was an engine mainly made for modding (either by game content creators in the form of comemrcial games based on the engine or by the community as mods on such games)

  38. Link here by Gudlyf · · Score: 1

    here is the page for the above mentioned mod. I'll definitely have to check it out.

    --
    Trolls lurk everywhere. Mod them down.
  39. Glaring omission? by Da+w00t · · Score: 1, Informative

    Last I checked, Half-Life was based on the Quake2 engine, which id software made, and released all kinds of developers kits for. They already covered it, methinks.

    --

    da w00t. mtfnpy?
    1. Re:Glaring omission? by hkmwbz · · Score: 1
      No.

      Half-Life was a heavily modified/rewritten combination of Quake 1 and Quake 2. Leaving HL out of the article was indeed a glaring omission.

      --
      Clever signature text goes here.
  40. Not a glaring omission by Anonymous Coward · · Score: 0

    But how about CrystalSpace? Hasn't anyone worked with that free, open sourced game engine?

  41. Client/Server Gaming by Slider451 · · Score: 1

    But consoles are the future for game clients. The simple, common, stable platform provided by a console is far preferable to a PC from a development and support standpoint.

    I see the future of PCs in gaming to be content creation platforms and persistent servers, with consoles as the clients, aka Client/Server gaming.

    --
    Nostalgia isn't what it used to be.
  42. What about Barney... by Anonymous Coward · · Score: 2, Interesting

    A big ommission is the barney Doom mod. The first mod I can remember seeing. It was for the original doom and changed the "small" demon at the end of the demo or first level into the vile purple fiend.

    The story ignores the real base mods from the DOS era when the tools/source were not released and had t obe reverse engineered by users.

    The Alens total conversion for Doom is still the best mod I've played.

    1. Re:What about Barney... by Slime-dogg · · Score: 1

      There was an earlier Wolfenstein hack that included Santa, I think.

      The funniest mods I remember were the fartman and pr0nDoom mods. Seeing a monster with a big ass that farts fireballs is childishly hilarious, and picking up a nekkid low-res chick while hearing "Pizza Pizza" is right up there.

      I think the first full mod was Alien-Doom though. It was the coolest thing around for quite a while.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    2. Re:What about Barney... by Anonymous Coward · · Score: 0

      No No you got it all wrong. It was a mod for Wolfenstein 3d called BARNEYSTEIN, yes it was all caps I think. It had a like 20 page story in .txt format on the floppy disk, all about ted & sue & barney & implanting girls with hideous miniature barneys. Ohh and all the nazis were turned into Beavis & Butthead. And hitler in his hitler-mecha was turned into the only thing more evil than hitler as a robot, barney the dinosaur. I still have nightmares about that game.

  43. Re:Of course it's not a coincidence by PainKilleR-CE · · Score: 1

    When 1% of your audience plays mods online, and the best-selling FPS of all time has the biggest mod scene, it's a pretty good indicator that there IS a positive correlation.

    The fact that the percentage has increased over time helps, as well, but Quake 3, which is a newer game, sold fewer copies and has fewer online players than Half-Life. People build mods for the game that sells and has the tools.

    On the other hand, The Sims, for instance, would probably have a bigger mod scene if it weren't for the 20-million expansions they sold for the game that more or less add the same content that players would normally have added for them. The Sims also happens to be the only PC game to have out-sold Half-Life.

    As far as mods selling games goes, that's a really hard position to push, and can only be proven if you can find sales numbers for Counterstrike specifically, or any other mod sold on the shelves. The number of online players for CS still makes up less than 1% of the copies of Half-Life sold, not to mention adding in the number of copies of Counterstrike sold.

    --
    -PainKilleR-[CE]
  44. Re:Battlefield 1942 by Tyler+Durden · · Score: 1
    This is despite EA Games being very reluctant to support mods. Even the map editor promised shortly after the game was released only came out almost a year later and after a lot of complaining in the BF community.

    Sounds familiar. A buddy of mine does work on the Forgotten Hope mod for Battlefield 1942, and I can remember him bitching about EA's tools. He mentioned that some of the guys from his mod team would respond to replies by EA Games of "Well, what more do you want?" with a resounding "Source code!"

    I guess they were tired of EA dragging their feet and wanted to make some tools of their own.

    --
    Happy people make bad consumers.
  45. Mod Hatter by joeytsai · · Score: 1

    Knowing some friends who have modded games and after speaking with some game developers and reading some interviews, it's pretty clear that if you are really serious about being a game programmer, modding is the way to go.

    If you work on something in your spare time, alone or with some friends, you're not going to come up with anything too amazing if you start from scratch. Just look at the best open source games written from scratch. Their either clones meant to be compatible with a commercial game, or if not they don't have the community even close to that of, say, a CounterStrike mod. It's not to say you can't learn a lot from that or market yourself from that, but if you make a decent mod, and leverage the existing fanbase of the original game you have a much stronger position if you're hunting around for a job.

    --
    http://www.talknerdy.org
  46. Thats absolutely retarded by Anonymous Coward · · Score: 0

    If you had EVER used Worldcraft or QRadient you'd see how stupid your 'awesome' scripting plan would be. There's just no way you can script in all the detail you need. Noone would ever want to play in your lame-ass uber-elite-hand-coded maps.

    1. Re:Thats absolutely retarded by tcopeland · · Score: 1

      > There's just no way you can script
      > in all the detail

      True, most maps will probably be pretty light on details, winding staircases, flicking light sources, and so forth.

      > Noone would ever want to play
      > in your lame-ass uber-elite-hand-coded maps

      Right, they won't be good for deathmatching. But they'll be good for a little demonstration, or for another way of visualizing a structure, or for... etc.

  47. FYI, Zoid is a toy by phorm · · Score: 1

    Well, zoids are anyhow, apparently also an anime.

    I used to have some when I was younger, brought down from Japan. Iron Kong was a cool gadget

    Not to throw your point, but the reality is that you could have the zoids makers argueing that "For all slashdot knows, Zoids might be a game mod or something" :-)

  48. modding didn't begin with 3d games by taxman_10m · · Score: 1

    Anyone remember Unlimited Adventures from SSI? It allowed you to create your own AD&D goldbox games. People modded the hell out of the game EXE to enable more monsters, character races, and all sorts of stuff. And I believe the modding community for Unlimited Adentures still exists (game came out in 1993).

    1. Re:modding didn't begin with 3d games by Anonymous Coward · · Score: 0

      Yup, it's alive and well ... people are still building modules, creating artwork, and adding hacks. The membership of the mailing list has climbed steadily over the last 10 years, and there are still ftp servers where you can find content for the old game. There's even a regular newsletter that's posted semi-anually, along with contests for module developers, artists, and hacks.

    2. Re:modding didn't begin with 3d games by PakProtector · · Score: 1

      I bought that game the day it came out -- I still have all three Unlimited Adventures 1.44mb floppies in my room, though I doubt I could jump right into it now. But that is the game that got me into modding.

      --

      Edward@Tomato - /home/Edward/ man woman
      man: no entry for woman in the manual.
      "Qua!?"

  49. You have been found in violation of the DMCA by tepples · · Score: 1

    a modded Xbox

    That doesn't count. We want to make total conversions of games without modding the console itself.

  50. Re:Isn't Halflife Quake Based by mahdi13 · · Score: 1

    HL was based off of licensed Quake I code...then heavly modified (netcode was used for HL multiplayer

    As mentioned, calling HL a Quake mod is like calling Jedi Knight II, Star Trek: Elite Forces, Alice and a whole slew of other officially realesed games mods, for Quake III...

    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  51. Perhaps CS, DOD, and TF were omitted... by generationxyu · · Score: 1

    because they have been commercially packaged as programs that don't need Half-Life to run, such as the CS boxed version.

    --
    I mod down pyramid schemes in sigs.
  52. punk buster? by cyrax777 · · Score: 1

    wasnnt the anti cheat addon Punkbuster orginally started as a mod? and evolved into a standard program addon?

  53. www.truecombat.com by Anonymous Coward · · Score: 0

    True Combat is a great game mod based off of the Quake III engine.

    If you haven't tried it yet, it is like a whole new game.

    Really cool game play without the cartoon effects of other games.

    http://www.planetquake.com/q3t/

  54. It Doesn't Have To Be This Way by Vagary · · Score: 1

    There's no technological barrier to mods on consoles, at least in some form:

    1. For the time being, console games are signed and distributed on physical media, so mods will have to be as well. The costs of publishing result in only the very best mods being available. (eg: CounterStrike on XBox)
    2. The next step is to provide amature developers with the ability to produce signed media, so that mods can be published on a small-press basis.
    3. Finally, once console games are distributed online (as is certainly Microsoft's goal if not Sony's), there's no difference between small-press and large-press games.

    Until the final stage, mods will be a bit more than free (at the very least you'll need to download the ISO and burn to a DVD) but considering that they're often more entertaining than the original game, that's not a significant problem. Also, as long as the games are stored on physical media there's no way for a mod on one media to access the original game on another. This will be solved in the short term by allowing mod developers (like CounterStrike) to redistribute the game engine and in the long term by doing away with physical media (could a mod fit on a memory chip?).

    Personally, I can't wait to do away with the shackle of trying to use a general-purpose workstation as a game machine.

  55. Neverwinter Nights hasn't been mentioned yet? by PIPBoy3000 · · Score: 1

    Neverwinter Nights, in my opinion, was basically designed from the ground up for the mod community. The core game was somewhat "vanilla", but Bioware has tirelessly supported the community, adding requested features and even Linux support over the last year.

    As one of those crazy folks who have been writing modules, it's interesting to see how my freely donated time has affected the community. NWN modules are quite a bit different, focused primarily on story and character development instead of twitch action. It's interesting that my rewards tend to be in the satisfaction that others are enjoying my work, rather than hard cash.

    I've had cancer patients, Israeli soldiers, people who have lost family members, to ordinary people around the world drop me e-mails telling me how much they appreciate my work. It still amazes me that one person can reach out and touch the lives of so many.

    -Adam Miller (author of the Shadowlords and Dreamcatcher campaigns)

  56. I agree totally. I only play CS by Anonymous Coward · · Score: 0

    My brother and I have both purchased Half-Life (that a copy each) just to play CounterStrike.

    My brother occasionally ventured over to TFC when bored, but CS is the main game we play.

    I have tried both Unreal and Unreal2, Quake 1, 2 & 3 and other first person shooters, but none seem to hold my interest for very long.

    And as for Half-Life, I have never played the single person game and only briefly looked at the multi-player version!

  57. Half-Life = Quake 1 + Quake 2 and then some by hkmwbz · · Score: 1
    Isn't it actually based on both the Quake 1 and Quake 2 engines? Yes, it was heavily modified of course, but I think it combined Quake 1 and Quake 2 as well.

    So no, Half-Life is definitely no mod.

    --
    Clever signature text goes here.
  58. Re:Yay! For once, HL & Counterstrike not menti by hkmwbz · · Score: 1

    They don't have to talk exclusively about HL and CS, but these are very important if you are first going to write an article on mods. The entire article doesn't have to be about them, but leaving them out shows that you haven't done enough research.

    --
    Clever signature text goes here.
  59. Re: Q2 Weapons Factory by some+guy+I+know · · Score: 1

    Q2WF is still around, and is still being tweaked, and is still being played.
    In fact, some WFA players are returning to Q2WF.
    Check out Biosentral if you want more info.

    --
    Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
  60. Nice one brother! by Anonymous Coward · · Score: 0

    It's funny because it's true!