Game Development Community

V12 mods - good source of code?

by Jeff Highsmith · in Torque Game Engine · 06/09/2001 (8:48 am) · 4 replies

non programmer question :) - will tribes 2 mods be a valid source of reference for V12 code? in other words, if a T2 mod has code for something we want in our games, will there be enough similarity with V12 code that we can use it?

#1
06/09/2001 (3:59 pm)
That's going to depend on whether that mod, and it's scripts, rely on custom modifications to the engine. If they are using the engine as is, then the scripts should work fine.
#2
06/12/2001 (11:18 am)
yeah, thats what my question was, misspoke in my post title. i wanted to know how useful the tribes 2 mods would be by way of reference. guess not very, huh?
#3
06/12/2001 (6:12 pm)
Actually, I misread your earlier post. Current T2 mods would probably be a good starting point. We've removed a few T2 specific classes and made other misc. changes that would affect a mod script, but in general, the functions accessible to the scripting language are the same. We did stripped out all the scripted T2 game infrastructure, so the mods will definitely not run. But as a reference for object interfaces (object methods, callbacks, datablocks, etc), they would be fine.
#4
06/14/2001 (9:59 am)
yeah tim, thats exactly my question, thanks.