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#16196 - 11/28/07 10:59 AM Mods in development...???
Whiz
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Obviously there are a few coders here that have modified their games. Some, like sephiroth and soopermuse have been working on functions that were part of the original plan of the game (admin panel).

So, my question...

Has anyone developed, or is developing, a mod that hasn't been published?

Specifically I'd like a news mod and maybe a forum mod (since these should be part of the core of the game).

Anyway, I would just like to see if anyone had anything, even half-baked. Maybe they could post what code they have here in this thread and we could see if we could work something out together.
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#16202 - 11/28/07 10:42 PM Re: Mods in development...??? [Re: Whiz]
AnmanIndustries
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yeah. I need someone to test some of my old mods out again because Balj chickened out.
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#16223 - 12/05/07 10:33 AM Re: Mods in development...??? [Re: AnmanIndustries]
gamefreak888
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Well, a forum is not really necessary, you can just use PHPBB or VBulletin or something like that.

I've got some ideas:
- Sidequests, with a reward. It can be made with the 'Add story' function in the admin panel by Whiz.
- Factions you can join, like a guild. When you join a faction, you cannot join another one. You can perform missions for your faction. Of course, you can't do them all in a few minutes. For example: for mission 2 you need to be level 5 and for mission 3 level 10.
- Guildleaders can change the color of the title bars in their guild.
- An inventory mod, in which you can place 1 weapon, shield, helmet and armor.
- At some points in the world are 'mines' located, here you can mine copper, gold, silver etc. This takes some time, for example 1 hour, and gives you some extra cash.
- The kingdoms mod, completely reverted to Scourge, so that it does work. For doing that, nearly all the MySQL parts need some changing, but it won't be very difficult to do.

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#16226 - 12/05/07 04:15 PM Re: Mods in development...??? [Re: gamefreak888]
Rekkonen
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Nice set of ideas basleijser. Here are some of my perspectives on some of your ideas:
*I suggest that the Inventory should be made so you could hold 16 items of any type (admin could change this in Whiz's ACP), which could make way for quest items, potions and the like. It could also be linked into shops so you could sell items straight from the inventory, and that bought items go into your inventory, and you don't equip straight off, instead, it would ask you if you want to equip.
*As for Factions, make it so that you can do quests or kill certain monsters in an area for a faction for reputation, and shops where you can buy unique items and learn unique spells, but they require rep with the faction before they can be used.
*I think a forum mod would be useful if you don't have a forum installed, just like in Dragon Knight, if you can't be bothered.
*It would be cool if in the Gambling Hall, you could do a bit more than finding the ball under the cup. How about something a little fun like Roulette, maybe even russian, but who knows eh?

Then again, these are just ideas. It's easier said than done...

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#16228 - 12/05/07 04:23 PM Re: Mods in development...??? [Re: Rekkonen]
Whiz
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I'd just like to clarify that the admin panel mod is not mine. Sephiroth gets 100% of the credit. I've merely come up with a couple of bug fixes.
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#16231 - 12/05/07 07:46 PM Re: Mods in development...??? [Re: Whiz]
Jamin Administrator
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Regarding the forum mod, I'll just input my $0.02 here and be done with it.

In one case, a forum mod could entail making Scourge compatible with your existing forums' users table - anyone who has an account on your forums automatically gets an account on Scourge. This is fine, and probably wouldn't be all that big of a deal, because of the way the new accounts system works. Add a few Scourge-specific columns into your forums' users table, mod the login and cookie files to pull/authenticate from that table rather than Scourge's own accounts table, and you're good to go.

In the other case, if you're talking about a complete ground-up forums system that is inherently a part of the game, this is a very bad idea. Trust me. There's a very good reason why there are no included forums with Scourge like there were with DK.

For one, anything you write is not going to be anywhere close to as full-featured as what most people familiar with modern forums systems are going to expect (have you seen the DK forums? have you seen how much they suck?). For two, why re-invent the wheel? Use a free forum package (or even pay for a forum package... i do... and they're worth it!) and see the above paragraph... just hack external authentication into Scourge and call it good. And for three, Scourge in and of itself is relatively secure because there are very few places that allow entering/storing enough information to successfully exploit anything important. Not to mention the fact that there really isn't all that much information that would be worth stealing anyway, even if someone did somehow manage to fit a cookie-stealing javascript in 50 characters or less that somehow managed to make it through the input filter. But make a forums system, complete with a whole bunch of very big textarea fields, and all of a sudden there's a lot more places for someone to start trying to fuck with things. Any modern forum package comes with a lot of security stuff, because they're good at that... leave that to them.

---Jamin
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#16232 - 12/05/07 08:16 PM Re: Mods in development...??? [Re: Whiz]
AnmanIndustries
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All this stuff is simple. I was expecting ideas that are just way to complex to create as mods.
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#16234 - 12/06/07 06:55 AM Re: Mods in development...??? [Re: AnmanIndustries]
Whiz
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 Originally Posted By: Anmanrulz00
All this stuff is simple. I was expecting ideas that are just way to complex to create as mods.

Anmanrulz, that's because you have experience coding in php. If you step back and look at internet gaming, especially "free" internet gaming, most of the users are either young, or are merely looking for a quick entertainment. A very small percentage will actually want to look at the code of the game, upload it to a server, and try to customize it. An even smaller percentage will know what they are doing and be able to contribute great mods. Most would be like me, able to read the code and catch small mistakes and make small mods. Very, very few will have the ability, the time and the inclination to implement bigger and better things.

So, we all just kind of have to grub in the mud and try to help each other out.

Jamin, I understand and agree with your statement. When I started this topic, it was merely to see what people had already done to their games. From reading some topics and also the shoutbox, some people are bragging that they have modded their game beyond recognition... and yet I see very few true mods published here in the forum. Even if they didn't publish the instructions, they could describe what they've done and a general idea of how it works.

I really wasn't hoping for much, but perhaps we as a community could at least take advantage of many of the features that already have a lot of the coding structure in place and just need that little bit of attention.
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#16235 - 12/06/07 03:13 PM Re: Mods in development...??? [Re: Whiz]
AnmanIndustries
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Back in the old day we used to get asked for mods that were always too complex and .. well.. usualy invovled PVP (DK doesnt have pvp stock) And you can even go through some of jamins old stickied threads and see his .. "acouncement" about not asking for mods.

I think its only just sunk in that all the oldschool coders have dissapeared and you guys are a bunch of newbes. I mean, dont think Im having a stab at you (ok, I am a little) but heres an idea. Start making these mods and ask us for help as you go. Most of the time weve been trying to help people fix broken mods when it comes to coding, but very few people are trying to make new ones. If you cant add your own content to your game, then it wont be unique.

Im hoping to iron out the last bit of my race/class/path system this christmas break and ill show you UNIQUENESS

Actually, I found another spell I made in mod form. Heeee. Ill
"publish" that one. Simple stuff.
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#16452 - 01/12/08 07:45 AM Re: Mods in development...??? [Re: AnmanIndustries]
Soopermuse
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I've been working on a number f mods over the past few months, although I have been busy with other projects, not all of them are finished, some being small mods, oothers being MASSIVE that completely change Scourge. I have not implemented these into my main game at the moment since they are not fully tested, testing them for bugs will take a very long time as some of them as I said are really big, here is a screenshot of the folder containing currently incomplete mods,

http://img.soopermuse.com/mymods_jan08.png


I will try and explain about each mod.

2 on 2 Fights is simple in theory but hard to put into practice, I got the idea whe playing Pokemon Pearl, As accounts are allowed to have multiple characters, I made it so multiple characters can be used at once, it is quite complicated to do but its about 95% done, like in pokemon if you have another player (in pkmn its an npc during certain quests) when encountering a fight you will have x number of opponents to fight depending upon how many characters you have, and all characters are available each turn

Charm Mod is based on stats in NWN and Fable whereby you have a certain level of charm or diplomacy that can allow you to get better deals in shops depending upon level of charm

chocobo mod is funny, you can purchase chocobo whistles once you reach a ccertain level, and wherever you are on the map can use the chocobo whistle so that there are no encounters for a set number of steps based on an extra stat called choco (raises the more you ride chocos), a little chocobo smiley is shown on the explore screen while on a choco.

diet mod or food mod is a mod that requires you to buy food, and plan out your diet of what you eat, certain foods boost certain stats at level up, some have special effects and some negative effects.

disease mod required the food mod, means that players can get diseases, illnesses etc from malnutrition caused by poor diet

FF status effect mod allows the players to inflict (via weapon statuses, magic etc) a number of status effects from final fantasy games such as IMP, mini, confuse, paralyze, and a few others. some are still in effect after battle if you are afflicted with them such as IMP or mini

house mod any who have played ffxi know what a moghouse is, it is your very own home which you can invite people into, buy decorations and furniture for, and store items in etc, this mod implements many of these features such as furniture giving you extra storage etc

magic skillchains another based on an FFXI feature, skill chains are created when compatible skills or magicks are used in succession one after aother to create effects that enhance attacks and have a snowballing effect.

marriage mod Creates a number of NPCs throughout the worlds who when you meet specific conditions (required charm mod) can marry, and buy marital homes, whenever you return to that town you will sometimes recieve a gift from your other half. I got the idea from fable, and I dont think i will release this one for public use as some might use it like fable does in its marriage system and allow people t be gay.

Minoclorines mod Those familiar with star wars know that minoclorines (possibly not spelt correct) are micro organisms that live within eveyr being, the more minoclorines, the stronger the force within them, with this mod, when a player creates a character they are given a random ammount of minoclorines (this number does not change) the mod is quite a big one that implements a number of features based on your level of minoclorines, such as special skills, weapon skill, and even stat boosts. May the force be with you

newspaper mod posts an intown news agents option to buy a news paper, every week the news paper automatically collects data on who has beat strong, or boss monsters, completed quests etc, compatible with some of the above mods, can also retrieve data of who has got married this week.

pet mod allows players to be acompanied by pets around their travels, pets usually in battle act as aditional support, sometimes attacking a foe, buffing you debuffing enemies etc (pets have stats of their own but do not have hp / mp and cannot be attacked) pets can be bought, leveled up, and have an age, when pets reach certain ages they are at their prime, when they get old they must retire, some pets do not retire (dragons etc)

Potions Mod An adaptation of my old dk mod but better, you can buy, stock and stack potions in your inventory to heal hp, mp, tp, sp (for some of my mods) buff (haste, str up etc), debuff, or warp.

Arcade is an enhancement to the rubbish casino / gambling hall that comes with stock, it uses flash games and generates high scores in the db for players, when beating a high score or a challenge score (pre determined score set by admin) you can win gold or items. The mod is loosly based in the ibpro arcade mod for ipb and the arcade on nextbbs, although uses different coding)

weapon level up idea came from playing drakengard, based on number of enemied killed with a weapon the weapon levels up, becoming stronger aat each level. includes ability to stock different weapons in inventory.

weather effects After creating a bunch of new elemental magicks, I created this to make different areas have different weather, spells or skills can be enhanced when performing them in an area of the correct weather.



LET ME NOTE, NONE ARE CURRENTLY AVAILABLE TO DOWNLOAD, as I have not fully completed them yet, not to mention they are not bug free, and have not been given fresh install instructions, some may be available in the near future, If I can be arsed, I am currently testing for bugs, glitches and expploits on a test install of Scourge.

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#16453 - 01/12/08 07:56 AM Re: Mods in development...??? [Re: Soopermuse]
Whiz
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Sounds great, soopermuse. \:\)
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#16628 - 02/10/08 11:44 AM Re: Mods in development...??? [Re: Whiz]
gamefreak888
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Here are some more idea's:

* Horse mod - Purchase a horse to travel faster. For example: when pressing 'North' once, you will travel 2N. Your horse needs some rest, however, and when you've travelled 50 times, he'll disappear and you need to go to a city if you want him back.
* Castle mod - Like the Kingdoms mod for DK: when you've reached lvl 30, you become a Lord and you can buy a Fortress. You can upgrade your fortress to a castle/citadel, buy addons (watchtower, catapult...) and hire units (archers for defense and warriors for attack). You can also attack another fortress in turn-based (just like normal fighting).

Ok, now a hard one, especially for Anman:

* Every week, there's a tournament. Only 50 players can join, so you gotta be fast by joining. It'll cost you 2000 gold by the way.
When there are 50 players, the tournament starts. Everyone has to shoot with a bow, fight with a wooden sword and run a few miles. You can give gold to the judges in the hope that they'll let you win. That chance is based on luck and your skills.
Or maybe it can be done turn-based:
When shooting, you're "fighting" your target, you can try to hit the target and you can select some options (the weight of your bow, the type of arrow...).
When fighting, you fight against someone else and you can do a Power Attack, Quick Attack and Block. You can't die of course, when your HP reaches 0, you've only lost the challenge.
When running, you can try to lure your opponents into some trap, although, it'll cost you time and if they get past the trap, it was a waste of time.

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#16631 - 02/10/08 04:45 PM Re: Mods in development...??? [Re: gamefreak888]
AnmanIndustries
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I might take tourni idea, but just make it a pvp thing or a monster survival bash.
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#16817 - 03/04/08 10:19 AM Re: Mods in development...??? [Re: AnmanIndustries]
UrbanBoy
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I have some tiny mods.They are announce mod,ban system mod and show total members/total characters/total monsters...And have some fixes(leaving guild,passing 6th quest).I will publish them and i said they are just tiny mods.

--Sorry for my bad English.
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#16969 - 03/24/08 08:26 AM Re: Mods in development...??? [Re: UrbanBoy]
AAT
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I am about to complete a diamonds mod. 1 Diamond = 100 Gold
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