Attn Mod Teams: what do you need? suggestions thread.


(IBegYouDontBecomeEA) #161

how about Client side stats instead of ranked and unranked servers to split the whole ET:QW community??


(ayatollah) #162

I think you miss the point of this thread. This is where mod teams tell SD what they need to create their mods.


(IBegYouDontBecomeEA) #163

I think you miss the point of this thread. This is where mod teams tell SD what they need to create their mods.[/quote]

i think you miss the point of my post. without ranked and unranked servers the mod communitys mods will last longer and in thus makeing more mods be created so that said it would help them make more mods/make mods in general


(ayatollah) #164

That is your assumption, not fact, also it still misses the point of this thread. This thread is for mod teams to ask SD for tools that will help them create their mods/maps. Bitching about SD and their decisions about servers is not what this thread is for, which is all you’ve seen to be doing in your 9 illustrious posts. Keep some forum etiquette, even though I think you are trolling for trolling sake, and stay on topic in threads, you have even made me wander to the wayside in this thread. So, this is the last I shall mention it here.


(IBegYouDontBecomeEA) #165

no it does not you miss the point of this thread. both the title and the OP says nothing that suggestions have to be about tools only. its a suggestions thread for anything that could help the mods being made and created… also please don’t call me a troll when you pad post points by makeing 1 word idiotic posts with no constructive value at all


(jRAD) #166

Please keep the ranked/unranked discussion out of this thread. There seem to be an ample number of places to discuss the matter already.


(KAGE) #167

i need a beta key for moddin perposes


(bobbyvader) #168

I started with those good video tutorials to learn basic techniques. If you are using new tools for your games it will be nice to see video tutors for example “creating a megatexture”. Ehm i forget to say: If you are working on lets say the last map it isnt much work to put a video camera behind your back and editing and dubbing it later-


(DravinClaw) #169

make the mod tools easy and tuts lots and lots of tuts to help newbie ET mappers like myself :wink:


(TinMan) #170

Better debugging and editing of scripts.
Coming as I am from the deep end of doomscript with my bots, I would have killed for something better than shotgunning console printlns, and I can imagine that the map scripts in ET:QW would hit the point of complexity where something better would be needed.
Breakpoints, stepping, and edit and continue all would be nice. Of course one can but dream of stuff like support in Visual studio, but basically those features would need some kind of IDE.
Actually I’d be pretty suprised if toolz masta jRAD hadn’t allready cranked out something along those lines and all that stuff is old news to the sd team.

Performance profiling for scripts might also be a needed feature, again because at a certain point of complexity it’s just good to know, especially for the general scripting punter learning the trade and where certain scriptEvents could be an unknown performance tax.

Ironically once I hit point where I’d learned enough and could probably have a crack at some of this stuff myself for d3/q4 I shifted my modding focus.


(ThinkFear) #171

We are looking at Quake Wars for a possible platform for a new mod.
Some of the things I would like are:

  • Serverside modding.
  • Documentation. Coming from BF2 I cannot stress this enough.
  • Someone knowledgeable to interact with the mod community and answer technical questions
  • If you don’t NEED to hard code it DON’T. The more you can give us control over the better.
  • Collaboration. Every time you work on a new patch ask the teams “what do you need?” It is quite difficult to understand exactly what we need when we are still in the early planning stages. Community support shouldn’t end when the product ships.

(Nail) #172

lol, looks like you’ve never dealt with id/Splash Damage


(kamikazee) #173

I agree with Nail, everything you asked for, is what you will probably get once ET:QW is released.
(At least if W:ET was an indication, combined with Splash Damage’s background as a mod team.)


(ThinkFear) #174

You’d be correct. I’ve been screwed pretty badly in the past by other companies so I’m a little bit cautious. I know about SD’s roots though, and that is one of the main reasons we are considering ETQW for a platform. (And Linux support just kicks ass)


(Urgel) #175

Ok, so I haven’t read through all theese pages, but this is what I need to not go UT3 instead.
Full support for free programs. This is one big thing, as I’m gonna go Linux pretty soon.
One good thing would be a mapping app similar to UT where you can change and compile code at the same time within the same program.
Good documentation. Self explanatory really.
Not totally tangled up source code that will get messed up everytime you update something and make mods incompatible. (See hl2 and source)
Good support for Blender would be a big plus, as it’s easily the most popular free 3d app.
Basically, good support ofr the budget modder whos money goes to the game and the hardware required to run the game :smiley:


(kamikazee) #176
  • Though slightly going to mapping instead of general modding, was there an option to have server-side custom mapscripts?
    (So .script files in a certain server folder which don’t need to be packaged into a pk4 and won’t get distributed to clients.)

(iwound) #177

An option to be able to import a background image into any view port
within world editor.


(}_50Æ{_|ñeا†yl) #178

Support for Wings 3D (.wings) files.


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(Setlec) #180

would be glad to see Linux modding tools…