Halflife Mod Mod

TiaxTiax Members Join Date: 2003-05-28 Member: 16802Posts: 304
How are mods such as lerk lift and admin mod created? My guess is that its like normal mods (like NS) but its server side only. Meaning no one has to download it.

Is this the case? I was thinking about making one but im not sure where to start, heh.

(originally posted this in the wrong forum, reposting but don't got time to search right now. Sorry if its been asked.)


Smart guy dies and Tiax goes on to rule!

Most likly playing on the Covert Oral server.
24.242.209.60:27015

Comments

  • ZdroneZdrone Members, Constellation Join Date: 2002-11-02 Member: 3914Posts: 167
    they are typically dll's (win32) or so's (linux) built for metamod http://www.metamod.org

    Some plugins are built off of dll's such as plugins for adminmod/clanmod/AMX
    http://www.adminmod.org/index.php
    http://amxmod.net/amx.php
    http://www.unitedadmins.com/clanmod.php
    (which one of the above you chose is a matter of taste, not really funcitionality)

    Most mods are server side only but a few of the more complicated ones such as chickenmod requires some downloads by the client upon connection to the server.
  • prsearleprsearle Members, Constellation Join Date: 2002-11-01 Member: 2365Posts: 338
    edited August 2003
    QUOTE (Tiax- @ Aug 28 2003, 01:19 PM)
    How are mods such as lerk lift and admin mod created? My guess is that its like normal mods (like NS) but its server side only. Meaning no one has to download it.

    Is this the case? I was thinking about making one but im not sure where to start, heh.

    (originally posted this in the wrong forum, reposting but don't got time to search right now.  Sorry if its been asked.)

    Basically, Half-life has three parts: the game (handles objects, interactions and the "rules" that make up the world), the client (handles user input and drawing on the screen), and the engine (handles network, file acces, timing... basicaly everything else). It is also seperated into two halves: one server and (possible many) clients. The interaction between them looks like this:
    CODE

    Client:  Engine <--> Client
                 ^
                  |
              Network
                  |
                  v
    Server:  Engine <--> Game

    Most of the mods work by inserting an extra process between the engine and the game. This extra process can inspect, modify or add to the information passing between them. Adminmod and metamod are two examples of this.
    CODE

    Client:  Engine <--> Client
                 ^
                  |
              Network
                  |
                  v
    Server:  Engine <--> Metamod <--> Game

    You can also get client-side mods; these hook in between the engine and the client and are less popular for online games because they require the client to download and install the mod. Also, many cheats hook into the client this way (this is why HLAmp is picked up by VAC servers; it hooks in the same way as a popular cheat).
  • TiaxTiax Members Join Date: 2003-05-28 Member: 16802Posts: 304
    Ok so lets say I build a plugin for AMX. Does that mean anyone using Metamod wouldn't be able to use my plugin?


    Smart guy dies and Tiax goes on to rule!

    Most likly playing on the Covert Oral server.
    24.242.209.60:27015
  • SiliconSilicon Members Join Date: 2003-02-18 Member: 13683Posts: 430
    edited September 2003
    QUOTE (Tiax- @ Aug 30 2003, 09:33 PM)
    Ok so lets say I build a plugin for AMX.  Does that mean anyone using Metamod wouldn't be able to use my plugin?

    correct. unless they have metamod AND amx ;p
    user posted image
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