Alternative "Mod" Support Methods?

RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
Currently as I understand if the "Mod" system is designed by making file substitutions? i.e. you overwrite the core functions with your own methods.

I would like to suggest having an additional system similar to the older NS1 style (which were able to take advantage of MetaMod and then AMXMod etc).

This could either be provided from UWE (Which might be the best way of making sure it's properly supported) or if there is ample support from UWE to provide necessary hooks then maybe by the community or a combination?

This system would allow people to load multiple mods by an API type arrangement or being able to hook into certain functions that were advertised? i.e. when a player is hurt, killed etc?

The current system allows for a lot of customization, but it starts to fall apart when you want to integrate peoples ideas together i.e. load 2 mods which might be using the same functions?

Plus when core NS2 files get updated or patched, in this design it's easier to keep both the game engine current and mods working as we would not be sitting on top of the core game instead of substituting?

Would definitely need some work to still take advantage of the Workshop downloads etc and I guess I have not really looked into whether it would have negative impacts of allowing disallowed scripts etc but having some sort of Hooking methods I think would benefit.

I spoke to Dragon about this and he mentioned fsfod tried to do this previously:

<a href="https://github.com/fsfod/NS2ModLoader" target="_blank">https://github.com/fsfod/NS2ModLoader</a>

It's not updated in a long time though and so all the core files would probably be massively out of date.
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