--- 1.1.0.4+repack1-2.1/docs/mods.html 2011-05-08 00:08:06.000000000 +0000 +++ 1.2.0.2+repack1-0ubuntu1/docs/mods.html 2013-11-10 19:16:08.000000000 +0000 @@ -1,60 +1,114 @@ - - - Custom mods - - - - - -
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AssaultCube: Custom mods

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-

Custom mods

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- AssaultCube allows 3rd party developers to extend the game by using the existing AssaultCube - engine/data for their own modifications (so long as you keep within the license agreements for the particular media - which you are modifying), without the need to overwrite existing data (i.e. content replacement). - Another advantage is that it allows you to add mods cleanly without placing the files inside the - main AssaultCube directory. -

-

- When AssaultCube loads files for the game, it looks into several directories to find the file to load. - This list of directories can be extended using the --mod argument, - which lets you add custom directories. - Using this feature, it is possible to supply a mod directory that contains customized data (textures, etc), - so once AssaultCube loads data, it loads it from that mod directory instead of the main directory. -

-

Example:

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- Assume you want to create a mod that provides a customized hud-gun, you would create a mod directory: -

-
    -
  1. - Create a "mod" directory: AssaultCube\mods\MyMod1\ -
    ...where AssaultCube is your main directory (%programfiles%\AssaultCube_v1.0). -
  2. -
  3. - Inside your mod directory, add your customized hudgun: AssaultCube\mods\MyMod1\packages\models\hudguns\assaultrifle.md3 -
  4. -
  5. - Now to make AssaultCube aware of this mod you'll need to start AssaultCube with the argument --mod=mods\MyMod1 -
    ...now every time AssaultCube wants to load packages\models\hudguns\assaultrifle.md3 - it will look in your mod directory first, therefore loading your custom version instead of the original version. -
  6. -
-

- To start AssaultCube with the mod argument, you will most likely need to modify the AssaultCube launcher. - See command line on how to do this... -

-
- -
- + + + + + + + + AssaultCube Documentation :: Custom mods + + + + + + +
+
+ AssaultCube Documentation +
+ + + +
+ +

Custom mods

+

+ AssaultCube allows 3rd + party developers to "MOD" the game by using the existing + AssaultCube engine/data for their own modifications, so long as they don't break any of the + license agreements for the particular media they're modifying. +

+

+ However, many don't realise that you can release your MOD without needing to overwrite existing + data (a.k.a: content replacement). The advantage of this is that it allows you to add MODS cleanly + without placing the files inside the main AssaultCube directory. This means, that if you don't + want to play AssaultCube using the MOD, or want to play AssaultCube using a different MOD, you + can without having to install several copies of AssaultCube. +

+

+ How to set up a MOD in this way is quite easy. How it works, is when AssaultCube loads files for + the game, it looks into several directories to find the files needed to load the game. + This list of directories can be simply extended, by using the --mod argument + which lets you add a custom directory to recursively load additional files from. +

+

+ While using the --mod argument, when AssaultCube looks for + any resources it will load all its normal files first, then it will check your MOD folders for + additional files and if any of the filepaths in that folder match files that need to be loaded, + AssaultCube will then load these MOD files, instead of the original files. +

+

+ IMPORTANT: Please ensure that if your users are using a "--home" + directory, that they extract the mod into that directory (rather than the main AssaultCube directory), or + else it won't work. +

+

+ Please note: AssaultCube's main license forbids redistributing a + MOD with ALL of AssaultCube's original files, as AssaultCube's files use a variety of different + licenses. If you want to modify and/or redistribute anything from AssaultCube, you MUST + check each redistributed file's license allows you to do this in the way you are redistributing + it. This is the main reason that the --mod argument exists + to begin with. +

+

Example:

+

+ Assume you want to create a mod that provides a customized HUD-gun; here's how you would create a mod directory: +

+
    +
  1. + Create a "MOD" directory in the AssaultCube folder: ./mods/MyMod1/ +
  2. +
  3. + Inside the MOD directory, place your customized HUD-gun files, using a folder scheme that + matches how it would normally be placed within AssaultCube's packaging: + ./mods/MyMod1/packages/models/hudguns/assaultrifle.md3 +
  4. +
  5. + Now to make AssaultCube aware of this mod you'll need to start AssaultCube with the argument + --mod="mods/MyMod1". +
  6. +
+

+ To start AssaultCube with the mod argument all the time, you can create your own AssaultCube launcher + (this option is not available on Apple Mac OS X). + Simply copy/paste the existing assaultcube.sh (Linux) or assaultcube.bat (Windows) file + with a new filename. Then edit it with a notepad application. +

+

+ For Windows users, add your new --mod command line option to the end of the file.
+ For Linux users, add your new --mod command line option into the CUBE_OPTIONS + line. +

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+
+ © Copyright, Rabid Viper Productions +
+
+ + We would be grateful for any donations considered towards AssaultCube + +
+ +
+