FH2.15 clan/LAN submod -1 reply

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Forgotten_Reality

not cool at all

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10th December 2008

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#1 10 years ago

Hello girls & boys. I am currently working on a small sub mod for FH 2.15. It's main aim is to provide smaller clans with a platform for their wars and to tweak FH2 a bit so it's a bit better suited for smaller LAN games (16 vs. 16 maps with good infantry / tank balance) Other stuff I want to / have already changed: -Separate gunner and driver positions on all tanks: I have always loved that... reminds me of the good olde days in Operation Flashpoint :) -No crosshairs -limit bunnyhopping / dolphin diving as much as possible (no clue how to achieve that... yet) So far so good... But here's the question: How to release a sub-mod for FH2? Would I be allowed to release a more or less stand-alone sub mod as long as proper credit is given and the original FH2 is still needed? Or would I need to release my sub-mod in a way so that it overwrites the original FH2 files (that wouldn't be that nice...)? Finally, one note: PLEASE! don't take this minimod as criticism or 'offense'. I love FH2 and am really thankful for all the hard work that has been put into it. Many thanks, FH2 developers! Cheers, F.R.




Lobo

All your base are belong to FH

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27th April 2003

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#2 10 years ago
Forgotten_Reality;4720459But here's the question: How to release a sub-mod for FH2? Would I be allowed to release a more or less stand-alone sub mod as long as proper credit is given and the original FH2 is still needed? Or would I need to release my sub-mod in a way so that it overwrites the original FH2 files (that wouldn't be that nice...)?

You can't as standalone. You would need to release as minimod, it means your users need FH2 installed, it reads the FH files and then your small modifications. It was possible in BF42, not clue in BF2 though, waiting for opinion of people with coding knowledge.




Forgotten_Reality

not cool at all

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10th December 2008

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#3 10 years ago

Hm... You mean I set FH2 as parent mod instead of BF2? Would be great if that worked. EDIT: that was what I meant when I said 'stand-alone, but should still need FH2 to run'.




Archimonde0_0

In Vino Veritas

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28th August 2006

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#4 10 years ago

You could do it a few ways, for instance your mod could be packed into a single .zip file, say FH2_MiniMod (thats if you didnt make new levels or anything), and then the users would open up the ServerArchives.con and ClientArchives.con, and on top of the other lines of code within them would add the lines:

fileManager.MountArchive FH2_MiniMod.zip Objects

to both of the files.

Alternatively but I believe harder would be to create a seperate folder and tell it where to find FH. But the first option is better cause it would allow, depending on what you did, the player to play with the mini-mod on non Content Checked servers.




Forgotten_Reality

not cool at all

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10th December 2008

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#5 10 years ago

I guess setting up the sub mod in it's own folder, but loading everything not provided with it form the FH2 folder would be the best. That would 1) make sure the sub mod is dependent on the presence of FH2 and does not violate any copyright stuff or whatever that may annoy the FH2 team, 2) make sure people can run both the sub mod & original FH2 without the need to move files around. On the backside, I'd have to code my own version of the FH2.exe for correct shaders, but that should be no problem. Thanks for the quick feedback, all! Cheers, F.R.