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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: New Sticky Needed
Jonny_G~rb
General Member
Since: Dec 23, 2006
Posts: 84
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Saturday, Jul. 19, 2003 05:43 pm
I know some of you out there could go on for days about creating a server side Mod. So why don't You do so. I would Like to be able to see how do such a thing.There's a Sticky For:

Mapping,creating, gameType,Skinning&Modling

Nevertheless, I don't see a sticky for creating your own server side Mod. I know if it were created, Id be the first to read it.

:s1:
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vect0r~rb
General Member
Since: Dec 23, 2006
Posts: 25
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Sunday, Jul. 20, 2003 07:33 pm
technically the maker of the tut would be the first to read it ???
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xmc~rb
General Member
Since: Dec 23, 2006
Posts: 1227
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Sunday, Jul. 20, 2003 08:10 pm
I really don't see a difference between modding server-side or client/server. All the modding stuff is the same, you either know it or you don't.

Tips:
1. Don't modify code prefixed with cg_ or bg_. Stick with code prefixed g_.
2. Don't .pk3 server-side mods, just put them loose in their own mod folder.
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PsychicWarVet~rb
General Member
Since: Dec 23, 2006
Posts: 39
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Friday, Aug. 15, 2003 10:32 pm
Quote (xmc @ July 20 2003, 3:10 pm)
I really don't see a difference between modding server-side or client/server. All the modding stuff is the same, you either know it or you don't.

Tips:
1. Don't modify code prefixed with cg_ or bg_. Stick with code prefixed g_.
2. Don't .pk3 server-side mods, just put them loose in their own mod folder.

Hi XMC,
   I was wondering about tip #2.  Why wouldn't I want to .pk3 a server-side mod?  I've been working on a mod for a few weeks now, and I have it set up so that if someone unzips the file I will distribute into their /Sof2 folder, the following will result:

/sof2/myModName/myModName.pk3

Where, myModName.pk3 contains a vm folder, which in turn contains the actual .qvm file.

It seems to work fine, thus my question.


Thanks,

<ltk>***PsychicWarVet***
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spike232~rb
General Member
Since: Dec 23, 2006
Posts: 5892
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: SoFII Mapping
Posted: Friday, Aug. 15, 2003 10:39 pm
by not ziping it in to a pk3 file it means clients will never try to download it no matter the server settings,
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PsychicWarVet~rb
General Member
Since: Dec 23, 2006
Posts: 39
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Friday, Aug. 15, 2003 10:42 pm
Quote (spike232 @ Aug. 15 2003, 5:39 pm)
by not ziping it in to a pk3 file it means clients will never try to download it no matter the server settings,

Awesome spike232, short, sweet and to the point, tks for the quick reply!

<ltk>***PsychicWarVet***
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vect0r~rb
General Member
Since: Dec 23, 2006
Posts: 25
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Tuesday, Aug. 19, 2003 03:26 am
all the things you need to make a server-side mod are there anyway... they tell you how to update the source to 1.03 etc. all you do next is.... code.

i made my mod alone and it is my first... if you know programming, you should catch on very quickly.
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MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

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