RTCW MP Mod Project (Looking For Some Help)


(*[SfS]*OpTeRoN) #1

Hi,

I’m trying to make a mod for RTCW.
I know how to compile, add/change class weapons, modify in-game text, modify .menu files, and some other stuff.

I need some one who has fair experience in RTCW modding to help me implement some new commands and come up with some ideas.

Thanks.
This is my first challenge in C programming. :smiley:


(TombardieR) #2

hi, I really want to do some modding for enemy-territory as well, i’m wondering what sdk splashdamage and the ppl who did the shrubmod used as there api, was it the standard wolfenstein api available from idsoftware. I have managed to compile the sdk but don’t really know what to do with it although i’m competent with c. I need some pointing in the right direction. I’m up for some collaboration on this


(*[SfS]*OpTeRoN) #3

If you’re using Visual C++ it’s quite easy.
Open the project file (.dsp or .dsw) file, use the FileView menu to move around, and compiling, you can easily choose “Build” and then there will be an option to build the mod’s .dll file.

The .dll file is stored in the Debug folder, copy that to your mod’s folder, and run the mod. :smiley:


(TheRogueEvangelist) #4

Amazing, every time I ask someone for help with an RTCW mod, they say that the engine is out-dated and no more mods should be made for it.


(SCDS_reyalP) #5

I wouldn’t say that is a good reason. Mods based on an outdated quake 1 engine game called half life still quite popular.

I would say that past experience has shown RTCW mods to be unpopular. The current player base is small enough that unless you can get people who have stopped playing RTCW to play your mod, you will not have enough players to sustain it.

Eh, above I mean conversions like wildwest and wolftactics, not stuff like shrub or OSP.