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| Ghost Recon Advanced Warfighter - Map & Mission Development Discussion for the development of custom maps and missions for Ghost Recon Advanced Warfighter. |
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#1 (permalink) |
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Join Date: Jun 2005
Posts: 74
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Mod Tools In now?
I recently read one of UBI's PR people saying they have no plans for Modding Tools.
Yet GRIN said different before that. anyone know if there's been any confirmation on Mod tools yet? It's the only way I'm buying it.... |
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#2 (permalink) | |
![]() Join Date: Aug 2005
Location: Vienna, Austria
Age: 29
Posts: 799
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Re: Mod Tools In now?
Thats what the official UBI GRAW MP Q&A says:
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#3 (permalink) | |
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Join Date: Jun 2005
Posts: 74
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Re: Mod Tools In now?
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#5 (permalink) | |
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Join Date: Jun 2005
Posts: 74
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Re: Mod Tools In now?
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It's not so much about what can be done on other engines. Modding has always been the lifeblood of online games. Especially nowadays. Battlefield 1942 would NEVER have lasted as long as it has (and it's still played today) had there not been a thriving modding community. Half-Life would not be around right now had it not been for such a big modding community. New maps are fine. But full conversions are really the life blood of a game. |
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#6 (permalink) |
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Join Date: Aug 2005
Location: Seattle, WA
Age: 18
Posts: 1,776
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Re: Mod Tools In now?
How many mods do you play for Ghost Recon? Falcon 4.0? Operation Flashpoint? Call of Duty or Call of Duty 2? SWAT 4? America's Army? These are all games Tactical Gamer supports, these are all games with a robust online component, and these are all games that have no SDK or limited SDK support.
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#7 (permalink) | ||||
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Mod Tools In now?
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I think the ability to mod a multiplayer game is key to its longevity. |
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#8 (permalink) | |
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Join Date: Jun 2005
Posts: 74
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Re: Mod Tools In now?
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Hey, funny you should mention SWAT 4...I was considering getting the game. I didn't see a planetSWAT website...so wasn't sure how big or even if it HAD a modding community. Seems like it would be a blast in MP with different game modes. (other than just co-op) |
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#9 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Mod Tools In now?
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#10 (permalink) | |
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Join Date: Aug 2005
Posts: 3,650
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Re: Mod Tools In now?
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I don't know anything about any of this, don't even know what SDK is, but I'm pretty sure that's what he was saying.
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#11 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Mod Tools In now?
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#13 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,925
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Re: Mod Tools In now?
It might not doom it forever but it does make you think about how long the game will last before getting repetitive. I myself played the demo and I dont like a lot about the game. So not having an SDK available makes me think twice about getting the game because they might not be able to mod the stuff that I think need modded.
I enjoy playing the original GR more then GRAW because of the mods and the open maps. Ill wait to see if they can create open area maps before I buy the game because I dont like being forced where to go and I fear the game will get to repetitive after a few weeks. We will see, I am still on the fence but the no SDK kit didn't help much. I dont want to buy a game that will get repetitive after 1 week of playing. Plus the no dedicated server support kills it too, if they release that then Ill probably get the game.
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#14 (permalink) | |
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Join Date: Jul 2005
Location: Sydney, Australia
Age: 17
Posts: 2,271
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Re: Mod Tools In now?
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#15 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,428
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Re: Mod Tools In now?
An SDK is sometimes a good boost to a game's moddability. SWAT4 has a primitive SDK but it's based on the UT engine, which is a moddable engine by nature. Another UT based game is Raven Shield. It shipped with a map editor like SWAT4 did. It's pretty much the version the devs used because they have to mod UT's map editor to do the specific tasks for their games.
Ghost Recon is also a modular engine. If you've modded for GR, you know how easy it is to add content to the game. In fact, just looking at the directory structure of GR, it's easy to see how content is organized. However, good modding support for GR didn't really come about until its first expansion when Photoshop plugins and documents were released. OFP is extremely moddable by the fact it was designed to handle more content for use in military training. If OFP couldn't have new scenarios added easily, would military organizations be using it for training soldiers? Hence, no SDK required. Now, an SDK may not instantly give life to a game. Raven Shield is one example. It did have a primitive SDK although most would not really classify it as one. It was called the Operative SDK, which basically allowed one to add new skins. Also, the use of a highly moddable engine didn't mean the game could be modded to death. In fact, Raven Shield has been a very difficult game to mod. Many had problems with each patch destroying compatibility and causing mayhem to modders trying to make their mods compatible with new versions. There are only a couple of good mods and most of them are limited to not having access to decompiled engine code, which should have been included in a true SDK. The same goes for SWAT4 if one wants to truly do anything different with the engine. My initial impression of GRAW's moddability is zero at the moment. Most of the game content is bundled (yes, in the bundle directory) in one file. This means modders are screwed without a tool to read and write this type of file. Either GRIN has to give us a tool or some brilliant modder has to decode the bundle file structure. It also means it may be difficult for modders to update content in successive version of a mod. It could possibly mean releasing this entire file again just to update or add a few small files. For GRAW's expansion capability, it is likely that an expansion would be easy to implement. The devs have all the tools and they just have to add some code to read another bundle file. |
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