To Mod or Not to Mod, That is the Question

Everything about HD, MD, and their mods.

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Sugarlumps
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Re: To Mod or Not to Mod, That is the Question

Post by Sugarlumps » Wed Sep 01, 2010 6:18 am

^I have your thoughts.
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Re: To Mod or Not to Mod, That is the Question

Post by TaxiService » Wed Sep 01, 2010 7:43 am

draconic: what if i modify, say, a weapon in bg, change its name and import it in a new bg? o_O is that still modding?

eschaton lets you do that!


(i am asking because this is what i do all the time :P)
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Kayar
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Re: To Mod or Not to Mod, That is the Question

Post by Kayar » Wed Sep 01, 2010 8:50 am

I will say this much: I have avoided calling any of my scen-based maps mods. When someone has called it a mod, as in, "really great mod, man," I ignore that and say "thank you." But I have never considered any of the maps I have made using CE content as "mods." They are scen-based maps, new maps created using imported scenery in an otherwise unmodified map, aside from the necessary bitmap swaps, ustr changes, and perhaps an easter egg or two. They simply are not mods, to my mind, as Drac has said already.

As for whether we could possibly merge with the PC community...

No. Not going to happen. Olly has the right of it. While we may seek peace and an end to persecution, the PC community is never going to change, that much has been obvious to me since a number of aggravating conversations I have had with a friend of mine who is a PC gamer. He would never back down, and, no matter what you do or say in an attempt to "meet in the middle" or "come to terms" or "make peace," they will always expect you not to back down, and take everything as if they need to respond with a quip about how much better their computer is, and they will never stop. You can lead a cow to water, but you can never force it to shut up long enough for it to drink.
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Re: To Mod or Not to Mod, That is the Question

Post by {DKW}Drk » Thu Sep 02, 2010 5:05 pm

@ Kayar its already happend. there a PC thingy like app for the mac.

Ahem now for the real thing i was gunna say:
Kiyohsi wrote:There is no point. People to do not mod anymore. They import. Those of us trying to teach those about modding are now nothing more than lurkers who have given up and have been over shadowed by those (not gonna say names, though it's painfully obvious) who ruined it by supporting the theft of CE creation and let CE itself destroy what little the Mac community had. Modding died for Mac long ago. Even though I have a Custom Edition Team, I still knew the value of modding with a Mac, I knew that the best of the best were Mac. I supported CE ONLY when they made the CE themselves and simply wanted to share it with Mac, but theft was stupid. You know why it's slow? Not because the forums are dead.
Because we don't care to teach what will be ignored for the "easy way out".
... Need i say more? Its Dead. Why do we even mod anymore im almost done with modding itself
done like at least over 10.
Drksteel wrote:The modding age is over, and CE Age has just begun.
Yes i think this is off topic ( :roll: ) ... but its true. modding is just over, So after 'icepick' Im done with modding for good.
Im not discouraging modding, But i hate to break it to everyone but modding's dead.
Now have a good day/night.

kiddten
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Re: To Mod or Not to Mod, That is the Question

Post by kiddten » Thu Sep 02, 2010 7:47 pm

Modding isn't dead. playing mods is dead. however, creativity in most is mostly gone.
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Re: To Mod or Not to Mod, That is the Question

Post by Sparky » Thu Sep 02, 2010 8:03 pm

There seems to be a constantly refreshing number of Halo Demo players, and the numbers who play mods is thus steadily on the rise.
There is a reason why people are now saying "No Mods" in their room names.
Either you are groping for answers, or you are asking God and listening to Jesus.

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Re: To Mod or Not to Mod, That is the Question

Post by Kiyoshi » Thu Sep 02, 2010 8:21 pm

Sparky wrote:There seems to be a constantly refreshing number of Halo Demo players, and the numbers who play mods is thus steadily on the rise.
There is a reason why people are now saying "No Mods" in their room names.
^there as always been rooms like that
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Kayar
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Re: To Mod or Not to Mod, That is the Question

Post by Kayar » Thu Sep 02, 2010 8:24 pm

{DKW}Drk wrote:@ Kayar its already happend. there a PC thingy like app for the mac.
Uh, yeah, I don't quite understand what you are referring to, in no way did I say anything about apps for Mac or PC or whatever it appears you are talking about...
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nil
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Re: To Mod or Not to Mod, That is the Question

Post by nil » Thu Sep 02, 2010 8:34 pm

A mod is a modification. Anything that changes (as opposed to creates) a resource that the game (Halo Demo) utilizes is simply a mod. So for example, if you change the bloodgulch.map file on your hard disk, then it's a mod - no exceptions. That's how I think of it. Whether a mod rips from a bunch of imports or not, or whatever, is irrelevant and some other topic to discuss.
Moxus wrote:CE Import mods? Still bad. Content creation on CE? Fine by me. But only when everyone either has access to CE tools, or a program such as Zeus becomes widely available. Otherwise, it isn't fair to the community. And so, for the time being, our focus should remain on current, traditional, Mac modding techniques.
Don't agree completely. If you want to increase your ability to create an interesting mod, then go ahead at least trying to use all the resources you can get - it's not fair that you can't do stuff because other people don't want to be bothered with attaining a platform some resources run on. Also realize that just because something becomes available on the Mac doesn't mean that it's available to everyone who runs a Mac.
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Re: To Mod or Not to Mod, That is the Question

Post by 2310 » Thu Sep 02, 2010 10:21 pm

Would a new model, or an entirely new bitmap thus not be considered a mod?

Also, my definition of a mod is anything that operates on an existing game engine unless it has been completely rebuilt other than the application only.
http://cubeengine.com/ wrote:AssaultCube is probably the best Cube "mod" ever created. It comes with all new content and is playable as a standalone game. The gameplay provides a more "realistic" gameplay experience than Cube, featuring more modern weaponry and environments. Many gameplay modes are provided including CTF.

kiddten
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Re: To Mod or Not to Mod, That is the Question

Post by kiddten » Thu Sep 02, 2010 10:43 pm

and then there is all the source mods...
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

draconic74
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Re: To Mod or Not to Mod, That is the Question

Post by draconic74 » Fri Sep 03, 2010 12:09 am

TaxiService wrote:draconic: what if i modify, say, a weapon in bg, change its name and import it in a new bg? o_O is that still modding?

eschaton lets you do that!


(i am asking because this is what i do all the time :P)

This is where it gets confusing. If you add more spots for scenery and put them in (like in Great Wall of Gulch) then it's a mod. But adding a copy of a weapon that you already modded... It's a thin line, but I suppose nothing "new" was injected, just copied.

PS: I saw Combat Really Evolved being played a few days ago. Makes me shed a tear of joy sometimes...
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Moxus
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Re: To Mod or Not to Mod, That is the Question

Post by Moxus » Fri Sep 03, 2010 3:06 am

nil wrote:
Moxus wrote:CE Import mods? Still bad. Content creation on CE? Fine by me. But only when everyone either has access to CE tools, or a program such as Zeus becomes widely available. Otherwise, it isn't fair to the community. And so, for the time being, our focus should remain on current, traditional, Mac modding techniques.
Don't agree completely. If you want to increase your ability to create an interesting mod, then go ahead at least trying to use all the resources you can get - it's not fair that you can't do stuff because other people don't want to be bothered with attaining a platform some resources run on. Also realize that just because something becomes available on the Mac doesn't mean that it's available to everyone who runs a Mac.
There are two reasons I said this isn't fair to the community: first, it partitions the community into those who have CE and those who don't, and second, I don't have the heart to shoot down any more noobs' dreams because Sparky or someone else made a mod using CE.

I agree with your definition of modding, it's just that I've found the broader Internet phonomonon doesn't.
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Re: To Mod or Not to Mod, That is the Question

Post by Sparky » Fri Sep 03, 2010 6:08 am

Maybe that is because they are all using the same tools, and in many cases the main programs came bundled with a set of modding tools.
Either you are groping for answers, or you are asking God and listening to Jesus.

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