[SOLVED] Utilise a mod within Xonotic? - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Support (https://forums.xonotic.org/forumdisplay.php?fid=3) +--- Forum: Xonotic - Help & Troubleshooting (https://forums.xonotic.org/forumdisplay.php?fid=4) +--- Thread: [SOLVED] Utilise a mod within Xonotic? (/showthread.php?tid=2728) |
Utilise a mod within Xonotic? - rocknroll237 - 03-15-2012 How would I go about taking a mod, like overkill, and enabling it in game so I can play a local match with all the custom weapons, sounds + gameplay enhancments? Something like Warsow's mod list... Thanks. RE: Utilise a mod within Xonotic? - Spaceman - 03-15-2012 1) write the mod, its only a few hundred lines of coke 2) play it If Overkill is a simple modification of one of the build in games and you only need to change a few cvar's to run it, then add a overkill.cfg and run it with "exec overkill.cfg". overkill.cfg should contain the cvar's you need to change. RE: Utilise a mod within Xonotic? - rafallus - 03-15-2012 Quote:1) write the mod, its only a few hundred lines of coke That sounds deeply ironic. :E RE: Utilise a mod within Xonotic? - Lee_Stricklin - 03-15-2012 (03-15-2012, 02:47 PM)Spaceman Wrote: 1) write the mod, its only a few hundred lines of coke That explains the level of chaos that exists in Overkill... RE: Utilise a mod within Xonotic? - Mr. Bougo - 03-15-2012 Overkill is currently a git branch in the official repository. In your git clone, do ./all checkout tzork/overkill then ./all compile and ./all run. We don't have a "modlist", "mods" in xonotic are actually complete replacements to the game logic. There's no such thing as modules that add to the game, you have to recompile the whole thing RE: Utilise a mod within Xonotic? - tZork - 03-15-2012 (03-15-2012, 02:47 PM)Spaceman Wrote: ... wrong. overkill handles that itself. in fact you should NOT exec this file as it will mess up standard balance settings if you do (until game is restarted). all you need to do is check out its branch, compile, set g_overkill 1 and load some map. How other mods do things may differ, some like dotc, needs you to exec both server and client configs. Other will have no config options at all. Since they are not modules as such, its hard to make any sorta list. A well behaved & fairly done mutator/mode would make sure to show itself in the multiplayer/create dialog along with the standard mods/modes, however. RE: Utilise a mod within Xonotic? - Spaceman - 03-15-2012 (03-15-2012, 04:22 PM)tZork Wrote:(03-15-2012, 02:47 PM)Spaceman Wrote: ... tZork is 100% correct. Ignore my initial post, I did not know there was an Overkill mod available on the Xonotic GIT. Sorry. * Spaceman giggles at his second coke/code typo in recent days RE: Utilise a mod within Xonotic? - Mr. Bougo - 03-15-2012 Ah, I thought your typo was intentional and inspired by the first, but it isn't! Magnificent! RE: Utilise a mod within Xonotic? - rocknroll237 - 03-16-2012 Ahh, well you see... I don't have git. RE: Utilise a mod within Xonotic? - tZork - 03-16-2012 harder then, if you have a pendrive worth of drivespace (~10 gigs tops, atm) and some time i suggest you do get the git repos set up if your interested in ruining mods locally. If not, you need to ask the doos making the mod/s in question for a pkg and how to use it. The quakec Vm used for xonotic does not allow 'addon' games. RE: Utilise a mod within Xonotic? - edh - 03-16-2012 (03-16-2012, 04:48 PM)tZork Wrote: ruining mods locallyRuining or running? Not sure if he wants to ruin them but maybe he does! I think directly doing a cfg exec is enough of a way of ruining things on it's own! RE: Utilise a mod within Xonotic? - rafallus - 03-17-2012 Maybe this thread should be renamed to "funny typos thread". RE: [SOLVED] Utilise a mod within Xonotic? - Zeo - 07-06-2013 I would like to ruin my coke. Ahem, I mean run my code. RE: [SOLVED] Utilise a mod within Xonotic? - Mr. Bougo - 07-07-2013 Was that joke really worth bringing back that thread from 16 months ago? |