Yeah, except most of the mods modify the source code and none of the addons for L4D2 modify the source code, only add/change materials and maps.CLgaming wrote:If only we had an addons/mods tab just like L4D2. We could just load up mods from the menu.Irontaco wrote:Awesome, thank you all.
Amazing how you guys push out stuff so quickly out of thin air, it would be neat to see these things and some more incorporated into the game so there's a lot of more, easier to change, customization of in-game aspects.
Re: [REQ] Graphical fog slider
#12Well if B3D was capable of JIT then we could make addons very easily; just have an addons folder and you'd have a folder for the addon, then subfolders for models, rooms, and parts of the source code that are changed (new NPCs, room events, etc). The only problem with that would be that certain addons such as 178 or 409 would need to be modified.mrpeanut188 wrote:Yeah, except most of the mods modify the source code and none of the addons for L4D2 modify the source code, only add/change materials and maps.CLgaming wrote:If only we had an addons/mods tab just like L4D2. We could just load up mods from the menu.Irontaco wrote:Awesome, thank you all.
Amazing how you guys push out stuff so quickly out of thin air, it would be neat to see these things and some more incorporated into the game so there's a lot of more, easier to change, customization of in-game aspects.
Re: [REQ] Graphical fog slider
#13I was thinking of a different route, instead we normally extract all mods over, but they wouldn't be officially 'supported' if they modified official files.InnocentSam wrote:Well if B3D was capable of JIT then we could make addons very easily; just have an addons folder and you'd have a folder for the addon, then subfolders for models, rooms, and parts of the source code that are changed (new NPCs, room events, etc). The only problem with that would be that certain addons such as 178 or 409 would need to be modified.
You could execute a loop for the amount of folders (or .zip files?) found in a mods/ directory, adding code at a certain position.
For example, you could add a loop to make rooms, fill rooms, add event, trigger event, and add items. Problem would be you'd have to create
and document a standard format that would work with the loop correctly.
Re: [REQ] Graphical fog slider
#14Wouldn't that still require you to either write your own scripting language and/or make it very restrictive in what you're able to do with it?mrpeanut188 wrote:I was thinking of a different route, instead we normally extract all mods over, but they wouldn't be officially 'supported' if they modified official files.InnocentSam wrote:Well if B3D was capable of JIT then we could make addons very easily; just have an addons folder and you'd have a folder for the addon, then subfolders for models, rooms, and parts of the source code that are changed (new NPCs, room events, etc). The only problem with that would be that certain addons such as 178 or 409 would need to be modified.
You could execute a loop for the amount of folders (or .zip files?) found in a mods/ directory, adding code at a certain position.
For example, you could add a loop to make rooms, fill rooms, add event, trigger event, and add items. Problem would be you'd have to create
and document a standard format that would work with the loop correctly.
I honestly don't see any form of run-time compilation being a worthy investment of time here.
M-x dingus-mode
Re: [REQ] Graphical fog slider
#15Yes, unless you can execute the code straight from Blitz3D, kind of like an execute_string() function, although if it doesn't exist you would have to create your own 'language'.MonocleBios wrote:Wouldn't that still require you to either write your own scripting language and/or make it very restrictive in what you're able to do with it?
I pretty much agree, there aren't too many mods so doing cross-overs are the best solution at this point.MonocleBios wrote:I honestly don't see any form of run-time compilation being a worthy investment of time here.