git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3565 e016b1c5-ed68-44aa-a2f7-31cac88cffde
61 lines
2.7 KiB
HTML
61 lines
2.7 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"><html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<title>Custom mods</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
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<link rel="shortcut icon" href="pics/favicon.ico"/>
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<link rel="stylesheet" href="styles/cubedoc.css"/>
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo"/>
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</div>
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<div id="title">
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<h1>AssaultCube: Custom mods</h1>
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</div>
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<div id="content">
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<h1>Custom mods</h1>
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<p>
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AssaultCube allows 3rd party developers to extend the game by using the existing AssaultCube
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engine/data for their own modifications (so long as you keep within the license agreements for the particular media
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which you are modifying), without the need to overwrite existing data (i.e. content replacement).
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Another advantage is that it allows you to add mods cleanly without placing the files inside the
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main AssaultCube directory.
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</p>
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<p>
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When AssaultCube loads files for the game, it looks into several directories to find the file to load.
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This list of directories can be extended using the <a href="commandline.html#mods">--mod argument</a>,
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which lets you add custom directories.
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Using this feature, it is possible to supply a mod directory that contains customized data (textures, etc),
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so once AssaultCube loads data, it loads it from that mod directory instead of the main directory.
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</p>
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<h3>Example:</h3>
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<p>
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Assume you want to create a mod that provides a customized hud-gun, you would create a mod directory:
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</p>
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<ol>
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<li>
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Create a <i>"mod"</i> directory: <b>AssaultCube\mods\MyMod1\</b>
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<br clear="none" />...where AssaultCube is your main directory (%programfiles%\AssaultCube_v1.0).
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</li>
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<li>
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Inside your mod directory, add your customized hudgun: <b>AssaultCube\mods\MyMod1\packages\models\hudguns\assaultrifle.md3</b>
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</li>
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<li>
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Now to make AssaultCube aware of this mod you'll need to start AssaultCube with the argument <b>--mod=mods\MyMod1 </b>
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<br clear="none" />...now every time AssaultCube wants to load packages\models\hudguns\assaultrifle.md3
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it will look in your mod directory first, therefore loading your custom version instead of the original version.
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</li>
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</ol>
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<p>
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To start AssaultCube with the mod argument, you will most likely need to modify the AssaultCube launcher.
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See <a href="commandline.html#launcher">command line</a> on how to do this...
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</p>
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</div>
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<div id="footer">
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Rabid Viper Productions
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</div>
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</div>
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</body>
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</html>
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