[Mod] The Mod Mod (May 28)
[Mod] The Mod Mod (May 28)
Hey everyone, welcome to the mod mod thread.
This mod was created to make complex mods easy to create, mods that can both be on at the same time, and all the mods only require my effort to update each week.
For end users, it means that you can have all sorts of mods at the same time. You don't have to switch files, or restart the game. You just have to press m, and you can browse, activate, and customize mods with an automated UI!
The latest alpha download(180) is
a180-0
Most recent video:
This mod was created to make complex mods easy to create, mods that can both be on at the same time, and all the mods only require my effort to update each week.
For end users, it means that you can have all sorts of mods at the same time. You don't have to switch files, or restart the game. You just have to press m, and you can browse, activate, and customize mods with an automated UI!
The latest alpha download(180) is
a180-0
Most recent video:
Last edited by AAorris on Wed May 30, 2012 2:56 pm, edited 38 times in total.
Re: [Mod] The Mod Mod
Ooo this looks cool. I'll give it a go. You should also add your tackle mod in this. That's quite fun to mess around with.
... How are we supposed to install this?
... How are we supposed to install this?
Last edited by Rovert on Mon Apr 02, 2012 4:28 pm, edited 1 time in total.
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SteelRaven7
- Posts: 681
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- Location: Sweden
Re: [Mod] The Mod Mod
Excellent! I'm hoping this will be included in the SUM-launcher in the future. Would be the greatest addition ever. EVER!
Last edited by SteelRaven7 on Sun Apr 15, 2012 1:09 pm, edited 6 times in total.
Re: [Mod] The Mod Mod
eep, I edited the answer in. Mods goes in Data, and Scripts replaces your scripts folder to include the mod communications. All the mods I've done should be up in this in a day or two!Rovert wrote:Ooo this looks cool. I'll give it a go. You should also add your tackle mod in this. That's quite fun to mess around with.
... How are we supposed to install this?
Re: [Mod] The Mod Mod
Muchas gracias! I'm sorry I'm a little slow when it comes to installing mods in OG. Every mod has a different process.AAorris wrote:eep, I edited the answer in. Mods goes in Data, and Scripts replaces your scripts folder to include the mod communications. All the mods I've done should be up in this in a day or two!Rovert wrote:Ooo this looks cool. I'll give it a go. You should also add your tackle mod in this. That's quite fun to mess around with.
... How are we supposed to install this?
Re: [Mod] The Mod Mod
Yes, the SUM launcher will fix that one day! Haha.Rovert wrote:Muchas gracias! I'm sorry I'm a little slow when it comes to installing mods in OG. Every mod has a different process.AAorris wrote:eep, I edited the answer in. Mods goes in Data, and Scripts replaces your scripts folder to include the mod communications. All the mods I've done should be up in this in a day or two!Rovert wrote:Ooo this looks cool. I'll give it a go. You should also add your tackle mod in this. That's quite fun to mess around with.
... How are we supposed to install this?
Re: [Mod] The Mod Mod
Does this mean we can write our own classes now?
Re: [Mod] The Mod Mod
Instead of creating a new folder called "Mods" wouldn't it make more sense to put it in the "Custom" folder, since that's what it's there for? Also, that way ALL custom content could go there, and be easier to manage since everyone uses the same pre-existing folder?
Re: [Mod] The Mod Mod
you could always write your own classes!Korban3 wrote:Does this mean we can write our own classes now?
class x {
int y;
x() { y = 1;}
void z(){}
};
x newclass = x();
A structure like this, or more verbosely demonstrated in aircontrols and fliproll.as!
Yeah, you're right. I noticed that once I started writing about my objects and levels. heehee. I'll set it up that way in the future! Although, I don't know if it would be best to have the global mod script in Data/Custom, it might get confusing. But we'll deal with that problem when we get there!Anton wrote:Instead of creating a new folder called "Mods" wouldn't it make more sense to put it in the "Custom" folder, since that's what it's there for? Also, that way ALL custom content could go there, and be easier to manage since everyone uses the same pre-existing folder?
Re: [Mod] The Mod Mod
wut
I thought that wasn't allowed in the Angel Script? WHAT THE HELL I COULD HAVE DONE SO MUCH WITH THIS! I COULD HAVE MADE MY BIRD MOUNT CHARACTER! I STILL COULD! WHAT THE HELL BRO?
I thought that wasn't allowed in the Angel Script? WHAT THE HELL I COULD HAVE DONE SO MUCH WITH THIS! I COULD HAVE MADE MY BIRD MOUNT CHARACTER! I STILL COULD! WHAT THE HELL BRO?
Re: [Mod] The Mod Mod
Which file are just the "jump mod?" Or is there is a download link to just the jump mod?
Re: [Mod] The Mod Mod
ah, I haven't made it very easy to manage which mods are active, but if you go to your overgrowth folder where you installed the scripts, to Data/Mods/AAorris/Scripts, you can open the files you want to deactivate and set "active=true;" to "active=false;"lawlbear wrote:Which file are just the "jump mod?" Or is there is a download link to just the jump mod?
Soon I will have a menu which you can use to activate and deactivate each mod inside the game. I'm sorry if it's confusing right now!
Re: [Mod] The Mod Mod
This is awesome. So, are just going to be able to, say, make a separate script, tell your Mod Mod that it should extend aschar.as or aircontrol.as and then have a checkbox? That'd be epic. Looks like Overgrowth gets to learn about load order conflicts! Not to hard for the user to sort out, though. And with this sort of system, it might be kind of a rare occurrence.
Re: [Mod] The Mod Mod
AAorris wrote:ah, I haven't made it very easy to manage which mods are active, but if you go to your overgrowth folder where you installed the scripts, to Data/Mods/AAorris/Scripts, you can open the files you want to deactivate and set "active=true;" to "active=false;"lawlbear wrote:Which file are just the "jump mod?" Or is there is a download link to just the jump mod?
Soon I will have a menu which you can use to activate and deactivate each mod inside the game. I'm sorry if it's confusing right now!
Not at all, thanks man =] Awesome mod.
Hey AAorris, I was looking at your video on the movement mod. Do you plan on re-adding the active rag doll to wall crashes? really cool mod.
Re: [Mod] The Mod Mod
I was just thinking about that today. I kind-of miss screwing up a jump and going *crunch* into the wall. I'll probably re-update the realism mod and include those things once I get my mod panel working in game. That will make it so that all the options can be tweaked or switched on and off with buttons and sliders! Hopefully I'll have that all written so I can implement it in the next alpha where I take everything I've learned so far and rewrite all of the code based on the feedback I've got.lawlbear wrote:Not at all, thanks man =] Awesome mod.
Hey AAorris, I was looking at your video on the movement mod. Do you plan on re-adding the active rag doll to wall crashes? really cool mod.
I guess I'll post those rewrite goals at the first post so we can all keep track of them!