80b0d2 No.16657257
Why did the mod scene go to shit? I mean, it still exists but what ever happened to the time when teams would make completely new and original games off of the engines of other games? The only cool mods around these days are continuations of ones that started over a decade ago. Why is that?
b99074 No.16657285
Not near enough bullying these days.
e27581 No.16657287
>>16657257
Would you spend hundreds of hours for free to make free mods while also having at least two full time jobs so you can pay off your shitty programming degree?
b99074 No.16657291
>>16657281
That hardly matters. I just think many just don't want a job in the industry anymore.
00467c No.16657294
They want to get paid for it which in turns makes them only want to work at the minimal level of output. There's lack of passion when there is a monetary incentive. Not all the time, but it certainly attracts the lowest common denominator of people.
b99074 No.16657305
>>16657294
Quite the antithesis of that, I think most don't even want to be some studio's dog and would prefer a nice life of doing CNC work.
71ba70 No.16657317
Literally every game makes it as difficult as possible to mod
Nearly every studio aggressively tries to force modders to surrender the rights to their mod because they're out of ideas, via eulas, sdk agreements and other faggotry, so there's no real point to making a mod anyway because some nigger with too much money will steal it
Most people that get into coding skip game dev because it's a nightmarish hellhole careerwise.
Unfortunately as a result of Reasons 1 and 2, and PAID MODS most of the people that are actually around to make mods are passive aggressive powertripping faggots that act like the aforementioned corporations which sets a really bad impression for anyone who wants to get into mods for the sake of making something interesting to play.
Not to mention nearly every niche forum ever is dead and the only opinions you get to hear to work into your development come from twitch/jewtubers who want everything as streamlined as possible to make them look the best as possible, and/or will sick their fanbases on anyone who dares to not cater to them.
dd093d No.16657375
Invidious embed. Click thumbnail to play.
Anyone remember this shit? It was probably already dead by the time I found it. I only managed to try the multiplayer on LAN with my sister Video is shit quality but at least it has good music instead of wubs
af7159 No.16657388
>>16657257
Like it or not kids and younger teens made up the bulk of the userbase of these mods because they didn't have the money to buy more than a few games a year. Now that digital distribution means you can buy 30+ games for next to nothing in a sale that's not a factor and you don't get the minimum playercount that sustains a mod. Also kids nowadays are conditioned to actually want unlock systems that gate content/better stats/cosmetics behind grind instead of actual content/progression of their skills to the point they'll complain when it's missing that nothing is there to keep them playing.
d7a874 No.16657403
>>16657375
Yeah I remember it was fun and interesting mod.
It's lots of fun when you have people to play with
828ad2 No.16657433
mainstream game companies do everything in their power to make mods difficult.
ever wonder why you pay 400$ for a shitty computer that won't let you do basic computer functions? is there any real logicial reason to own a console over a computer? (aside from artificial reasons like playing an exclusive, which is rare now a days anyways)
why does Nintendo use proprietary screws for their controllers? Why did they sue GameGenie?
fuck these money men they have no passion for games. When new tech drops people genuinely get inspired to make good games, but lately the tech has been focused on making it easier to make games which is good but it also means lazy game design.
71ba70 No.16657446
>>16657433
Triwings aren't proprietary though, they're just annoying, at worst they'll whine waaaah you took out the screws you don't get a warranty!
66e374 No.16657451
>>16657257
You know whats even worse? Me waiting for the next chapters for underhell. Great game but fuck is it ever going to properly finished.
b42cad No.16657560
Because modding used to mean experience and if it was good enough then some dev might pick it up and buy it or you could work for them. Devs don't give a shit anymore though, it's all about squeezing as much shekels out of retards as possible. Plus paid DLC and DLC in general pretty much killed it
c842b8 No.16657629
>>16657257
Three reasons:
<Assets are more complex to make. In the past, everyone could hop in because industry standard assets looked shitty. Mods are more prevalent in games like Roblox, SS13, and Minecraft because you can easily create assets for them and no one would care about the quality.
<Mod tools are more difficult to use than game engines like UE4 and Unity.
<Mod tools have less documentation and support than game engines like UE4 and Unity.
8b7723 No.16657633
>>16657257
multiple reasons
>more people going into IT instead of game design meaning less people want to create mods as a resume showpiece
>jewish lawyers throwing around C&Ds like candy and shutting down big community projects
>its now much easier to sell mods and conversions so less people are doing it for free
>proliferation of DRM and anti tamper systems make most modern games a lot harder to mod
>trend towards closed ecosystem multiplayer games with matchmaking that discourage any form of modding
basically it all boils down to greedy anti consumer practices and more casual scum that eat this shit up
f3e099 No.16657668
>>16657629
Or mod tools straight up don't fucking exist because the devs are lazy.
abdf81 No.16657849
>>16657257
Games from the golden age of modding (~1998-2004) came with very powerful development tools, often the same ones the developers used. Nowadays that sort of practice is almost unheard of outside of indies, I can only think of four big games in the last ten years that had actual mod tools and three of them were Bethesda games.
8236f1 No.16657867
>>16657633
Also the fact most "modders" treat their projects as padding for their portfolio, they were never meant to be completed, just to get them noticed by the developer.
b7c34c No.16657899
Too many femanons and HRT homos. This was settled with it needing to be a novella.
b7c34c No.16657901
<without
Typoes for digits.
589deb No.16657905
>>16657257
Your perception. Mods haven't gone to shit. There's thousands upon thousnds of great mods for games out there.
30d2e2 No.16657916
the only recent mod I heard of that comes close to the golden age of modding would be this
https://steamcommunity.com/sharedfiles/filedetails/?id=1160452826
makes me want to buy arma 3
30d2e2 No.16657917
2828ac No.16657945
I'm convinced that the advent of free, useable game engines largely killed modding. People would rather try to make a full game from "scratch" in one of these engines instead of mod an existing game. Of course it doesn't help that developers actively hinder modding so they can peddle DLC instead but I don't think it's the main reason.
87651b No.16657949
>>16657317
E.g
http://archive.is/BAtee
Look at this EULA for example. If you make a mod and agree to it, it means you agree that your mod is a derivative work and legally you don't own conventional rights (to distribute, etc) to it. And under that, the developers technically have the right to distribute and sell it.
01e9da No.16657959
>completely ignoring Enderal:Forgotten Stories
bruh
827915 No.16658006
>>16657257
Because there's no market for it. And I don't mean selling it, just playing them.
>Before:
Someone plays a videogame and finishes. If it has multiplayer, you have some replayability there, otherwise you're screwed. New games are few and expensive.
But wait! Someone likes that game a lot to the point he made new content for it and it's free! You go back to that game and you can extract several more hours of fun from it. The more people stick to that game, the more content mods make for it, feeding back into this loop. The better the engine and modding tools, the faster this grows as well.
>After:
Someone plays a videogame and finishes. He rummages his backlog and picks something else. A sale comes up and he buys a new one at a cheap price. Everyone is talking about this new game and everyone hops onto that. Players have some much choice there's no reason to play the same game multiple times or even to stick around for mods that aren't gonna be the same quality or deep or long like an entirely new game. Communities aren't made, modders don't bother.
You don't have people sticking around a single videogame for several years now, they play something else instead. There's no need to extend the longevity of a game when there's more to play. And if you don't have a community where you can spread your mods, there's no point in making them in the first place.
It's kind of the reason why nobody bothers learning Quake-style movement or anything similar like that. Those things became part of the game as a way to extend their longevity, you no longer just fragged people, you were trying to perfect your bunnyhops and rocket jumps. Infinite skill ceiling means infinite time to improve after all. Not much different than older games raising the difficulty so extend their longevity.
However, today? PUBG wasn't even at his prime or peak before Fortnite killed it, and Fortnite was still heavily into development when Apex Legends killed it.
Unless it's an MMO where players will stick around for months or even years because of each other and not because of the game, people will get their fix of more videogames by actually buying and playing newer videogames instead of modding extra content into their own library.
19d45d No.16658045
Because a lot of games run on UE4 or Unity where a lot of developers put the game files into giant package files which can't be extracted by normal means, so you often can't even get to the code which handles gameplay. At most you can only do some asset swaps with textures.
The only way to mess around in the code is if the devs offer some kind of modding SDK, which rarely happens since many indie devs prioritize getting the game out first then adding in all extraneous stuff like game modes, NG+, and modding support post-launch, which may not happen if there isn't that much user interest since launch to begin with. And even then the modding SDK nowadays are often limited so full conversions aren't really possible.
ca5117 No.16658046
HOLY SHIT you just reminded me battle grounds 3 dropped last weekend. Welp, I know what IM going to be doing when I get home Thurs
a2dad8 No.16658090
>literally only a handfull of games that came out this decade have had true and open mod support
<every other game tries their best to stop modding at all costs because it cuts into their DLC profits
all these people saying Muh asset fidelity are talking shit, you dont need millions of polys and 4K textures out the ass to make a good mod, its just that alot of faggots nowadays get into modding or fangames and only make these super detailed assets as padding for their portfolio, they dont actually care about the mod/game, just look at timesplitters rewind, bunch of hacks that spent almost a decade doing nothing and they get peopele screaming
"OMG WHY HASNT SOMEONE HIRED THESE GUYS YET???"
that and its much easier to make your own game with UE4 or unity and sell it since no games today allow modding but the ones that do only allow for steam workshop shit
>>16658046
>battlegrounds 3
are there people playing it? what game is it modded on or is it a standalone thing?
48b8ca No.16658148
Because devs are niggers and don't give us access to the source code. The only thing we can do is some shitty model swaps, item descriptions, sound mods, and sometimes if we're lucky, texture improvements.
New maps, mechanics, etc. though? Not without the source code.
070932 No.16658149
>>16657257
There are still few, noble modders doing it for free. But the young crowd is onky in it for the shekels, and they focus on releasing aberrations in unity.
589deb No.16658193
>>16657917
Every single mod I made.
There.
589deb No.16658204
>>16658006
There is truth to this.
When you think about it, the best/biggest mdding coomunites are centered around the games that have no real competition on the market (hence, why one can't simply buy a new game that scratches that itch).
Basically, if people can't gate a new game like X, they mod X. Tehre are few mods for games/genres that are flooding the market, compared to niche games.
Freepspace, X-Com, Doom and the like simply have that something that makes players stick.
82f0e9 No.16658346
>>16657257
Half of the entire mod explosion of the late 90s and 00s was piggybacking off the goodwill of John Carmack. He designed his games to be easily modded and later made them all open source. Doom was the first for tons of mods, then Quake. Then a ton of games were designed with the Quake engine. Half-Life is an updated Quake engine – all those mods can be credited to him because we have no way of knowing that Valve would have the same passion for community coding (statistics say no). Every game that licensed the Quake 3 engine, as well.
82f0e9 No.16658353
>>16658204
That's not exactly true, all of the biggest shooters of the late 90s were all mod friendly and all competing with each other.
6230bc No.16658356
>>16658148
That's bullshit. Most games that have had active modding scenes including maps and mechanics don't have the source available.
Source code makes it easier, but it's really a mix of modern DRM and the difficulty in working with and producing modern assets.
b42cad No.16658518
>>16658346
What a load of shit, HL1 and 2 had the most mods
098dd5 No.16658549
>>16658518
That has nothing to do with his post you are dumb.
fa65f2 No.16658552
New games don't have mod tools avaiable because DLC, Microtransactions and shitty reashed sequels and free tools means modders no longer need to not get paid.
You know why stuff like Quake, Half Life and Doom were and still are heavily modded?
Because they're Open Source
You still see TCs for older games for that reason.
b42cad No.16658560
>>16658549
Yes it does, Doomfags are annoying, they think the world began with Carmack
48b8ca No.16658568
>>16658356
>maps
requires a level editor
>mechanics
impossible without the code
098dd5 No.16658569
>>16658560
His point was that Carmack likely did more to enable the existence of those Half-Life mods than Valve.
b60fdd No.16658575
>>16658560
>>16658518
Half Life 1 is the Quake engine and I mentioned as much in my post. You are illiterate.
>b-but Valve would have totally been our bros and made mods for everyone without being asked because that totally happens all the time
No, fuck off.
a2dad8 No.16658597
So how do you make your game mod friendly? where do I dump the source code or the assets of my game?
b60fdd No.16658610
>>16658568
Anything can be enabled for modding if the developers enable it. In fact it's usually easier from a development cycle perspective to do so. For example, if you store all of your creature and item data in JSON files while designing an RPG, they become very easy for both you and a prospective modder to manipulate. The Starsiege Tribes developers outsourced almost all of their game mechanics to a stripped down C-like scripting language called TorqueScript that was easily editable in plaintext files by anyone, and they even included comments to help along the way. They included things like what guns are defined, what they shoot, what armor types do, etc. Admittedly it's still very barebones in terms of documentation and you'd need to do a fair bit of digging around and/or programming experience to figure out how to write a new mod from scratch, but it was very doable which is why that game still has an active mod scene.
Most modern games are intentionally locked down to prevent "asset theft," or they're so short on time and experienced developers that almost everything ends up hard-coded (data defined entirely in code files, as opposed to loaded during runtime from a separate file) and therefore unmodifiable without the source.
b60fdd No.16658612
>>16658597
You have to consider the process of how your game loads and utilizes code and assets, try to abstract away as much of it as possible and then load the data for those extractions from files instead of defining them in code.
b60fdd No.16658626
>>16658612
>extractions
I meant abstractions. Too much coffee.
534623 No.16659082
>>16657949
Can only hope EULAs are never found to be legally binding. Think there's not been many cases of them going to court to really test them, but in general post-sale contracts are ruled null and void so that's the best hope of them being struck down.
f7b2cf No.16659109
Let's not forget how jewish companies hunt and shutting down anything good mods which dont give them money. See: Disney shutting down Battlefront mods, remakes
87651b No.16659142
>>16659082
They put arbitration clauses and waivers in them, which are considered separately valid from the eula itself, often so the person waives their right to go to court. E.g reasons such as mishandling of personal information, copyright of mods, etc.
That example EULA even cites severability.
>b. Severability. If any portion of this Agreement is found invalid by any competent Court of Law, the invalidity will not affect other provisions or applications of the remainder of this Agreement which can be given effect without the invalid portion.
For example, if Twitch or Steam accidentally leaks your personally identifiable information, everyone just gets an e-mail to change their passwords and some public apology rather than Twitch or Steam getting sued.
In the EU, these types of clauses aren't enforceable. But in the US even SCOTUS will just tell you to go to arbitration.
> In Prima Paint Corp. v. Flood & Conklin Mfg. Co., the U.S. Supreme Court established the "separability principle", under which enforceability of a contract must be challenged in arbitration before any court action, unless the arbitration clause itself has been challenged.
a2dad8 No.16659144
>>16659109
remakes wouldnt get shut down if people just shut up about them, theres no point announcing your remaking some game when you havent even gotten the core game working, if these fags just waited untill it was finished then released it onto the internet there would be no stopping it
c299bd No.16659159
>>16657257
How many games out there even take any consideration for modders at all? Only genre that seems to consistently remember they exist anymore are strategy games
534623 No.16659193
>>16659142
Yeah, but the issue is that's all in the EULA so if you challenged the EULA as a whole you'd be challenging arbitration.
801df8 No.16659317
>>16657317
>Not to mention nearly every niche forum ever is dead
This is a big issue. There's no actual community for modding anymore.
ed9c95 No.16659416
>>16657257
Every game nowadays is made either in unreal or unity, so you might as well make your own game instead of being C&D'd.
fc7288 No.16659441
>>16657451
Oh fuck m8 I forgot about Underhell, still go back and play every once in awhile. I think it's best we just give up on it.
5925dd No.16659885
>>16657257
>trannies and other nodev faggots taking advantage of lower barrier to entry
>massive amount of new vidya released these days at little cost
>engines available for anyone to try making their own shitty game instead of modding an existing one
>normalfags who don't play mods because they're too hard to install
>EULA jewry
>games these days need more effort than hacking together a couple of sprites and a copypasted script to make it hurl fireballs to mod
>modding tools severely gimped or outright unavailable
>so few really good games that attract players and keep them coming back for more
Pick as many as you like, they probably all contribute in some way or another.
460c84 No.16660345
>>16659144
half of those remakes are either "re-imagining" or simply wanna ride the coattails. you could even do a not!starwars game/mod and then silently offer the assets, but nope, gotta post everywhere you're doing star wars shit without a license years before even having a working prototype.
>>16659317
>There's no actual community for modding anymore.
?
there are plenty, mostly sticking to their own stuff like forums, blogs etc. people going balls deep on a game that doesn't support modding are not your average normalfag that waits on discord to install a zip.
687abe No.16660356
Many/most game engines don't really support mods as well as stuff like Goldsource, Source, Cryengine and such did and they often don't have the tools needed to make these large scale mods. It also helps that Unity and Unreal Engine 4 are free, which means people would often rather just make their own game instead of having to make a hacky total conversion on an engine without source code access. Also, developers aggressively hunt modder talent nowadays.
Regardless, I don't think your statement is that accurate. Stalker, Doom and TES games still have a huge modding community.
71ba70 No.16660468
>>16659142
The fact that arbitration and severability are even treated as legitimate is asinine.
It's blatantly an asspull to try and coax out any legal responsibility.
d9889a No.16660495
Because of nuGames. This was made a while ago, but still relevant.
71ba70 No.16660499
>>16660495
I get why TF2 is on both sides, but it really should be like an aborted baby in the middle. Since they tried and failed to make it into the games on the left.
16a4c4 No.16660530
>>16658568
It's not impossible. Check out all the good things that happened with Artificial Academy 2, or the script extenders with various TES games as well as a from-scratch re-write OpenMW. It's just much easier when the base game is co-operative, as with most id Software ones.
631b16 No.16660532
It still happens, but it's largely for older games because new games don't support mods what-so-fucking-ever. Also, a lot of them are moving to recreating engines for older games in open source (See: OpenMW, OpenRA, etc). There's also lots of old projects that are still being developed (see pic related).
f6824a No.16660569
>>16658612
Is that how wads do it? They have an abstraction for like a monster class "Imp" or weapon class "BFG9000" and the weapon pack for example just replaces the weapon class abstractions or adds to them?
What about maps? I've come to notice lots of Doom 2 mapsets copy the map 7 monster triggers, how does abstraction come into play then?
f6824a No.16660587
>>16659144
>>16660345
Aren't most of these remakes just some barebones cinematic project done solely for recognition and/or an entry in a portifolio?
I never expect many of them to be released, like the Shadow Moses MGS1 3d remake.
16a4c4 No.16660648
>>16660569
What capabilities you have are based on which type of source port you want to target. The tiering is roughly:
>Vanilla:
Either the original DOS Doom, or Chocolate Doom which aims to replicate how DOS Doom works but for modern operating systems as best as it can. Some hard-coded behaviour like the MAP07 monster-trigger sectors (tag 666 and 667) and the secret level triggers (to MAP31, then optionally to MAP32, then MAP16). Limits on map size apply to this version too especially with regards to the BLOCKMAP lump and also things like sprite/flat replacement. Much more limited special line types too. EXE modification is via DeHackEd which has been used very creatively in mods like Batman Doom where it re-purposes Arch-Vile's resurrecting code to have a monster pick up rocks and throw them at you. Hexen adds its own foibles like polyobjects, ACS scripting, and the hub system.
>Limit removing:
Allows for much bigger maps, typically also adds extra linetypes (Boom ones for example) and may allow other fancy features depending on the engine.
>ZDoom:
Historically the port you used to run mods. Includes a format for defining particular object types (DECORATE) and also allows things like ACS, custom map definitions, and more.
>GZDoom:
The successor for mods and has insane flexibility that it's basically a game engine. Adds a C++-esque scripting framework (ZScript) and lots of other stuff like true portals. Has been used for stand-alone games like REKKR, Hedon, Total Chaos.
As for things like "MAP15 is the secret level" that's partly tradition I suspect, like MAP07 being the "Mancubus and Arachnotron level" but again, if they are targeting vanilla or limit-removing it may well be hard-coded.
f6824a No.16660963
>>16660648
Very interesting, thank you anon.
82f0e9 No.16660994
>>16660569
When I say abstraction I'm talking about something that is both fundamental to programming but also difficult to do without years of experience. The "Imp" and "BFG9000" are concretions, not abstractions, because they already have data assigned to them. Imp has so much health, shoots fireball with so much damage, etc. The abstraction of Imp would be "Enemy." Likewise with the BFG and "Weapon." So if you define a generic "Weapon" class, and figure out a way to store all of the data for the BFG9000 in a file and then load that dynamically without having to care about whether or not it is a BFG9000 specifically, then you have succeeded in making your weapons very moddable.
The WAD format itself is a result of abstraction. Thanks to a combination of Carmacks code and source ports, we can use DECORATE script to do a lot more than the original engine could, which only abstracted away maps, sprites and sounds. You could change the look of things, but not how they functioned.
e8c7b8 No.16661014
haven't been following the modding scene for a bit now, how common are paid mods now days?
16a4c4 No.16661024
>>16661014
I believe in some scenes they are a serious problem like in SimCity? To speak of Doom, a few mods have optional "tipping" type websites set up, off the top of my head Cola3 and DoomRL Arsenal. Charging for them would be extremely shady given how often Doom mods are ripping assets from other games. Total Conversions are a different story where I don't mind it since they're basically using GZDoom as an engine, and commercial usage of that is allowed by the GPL as long as it doesn't use any of the original Doom content.
f6824a No.16661040
>>16661024
Speaking of Doom and paid mods, Hedon/
a2dad8 No.16661046
>>16661014
>how common are paid mods now days?
more than they should be, there are a few mods being sold as games like day of infamy, other than that more games are dropping mod support in favour of selling shit that would have been mods to you like reskins
f6824a No.16661051
>>16661046
I'm fairly certain CS:GOy is more popular because matchmaking and ranked systems and whatnot. Also it's a "modern" Valve game.
a2dad8 No.16661064
>>16661051
it was dead before they added skins
>modern valve game
I wonder why people even like it? it was supposed to be some xbox360 port of css
f6824a No.16661078
>>16661064
Having had an ASSFAGGOT period, I can tell you that 95% of the people playing these games aren't doing it to have fun, but because they're addicted to winning something deemed as difficult or hardcore(See: a good chunk of Dark Souls players) or watching their ranks go up.
Sooner or later you'll stop having fun with a new game and something you've never played before and you either quit or you keep playing because you're addicted to watching your rank go up, or more rarely you're playing in the hopes that you have fun with the game again.
16a4c4 No.16661085
>>16661040
As far as I know that's also optional to download even if it's Patreon-funded for development. Corrections welcome.
f6824a No.16661088
>>16661085
The mod itself is free, but the updates are paywalled behind Patreon I think. I too would like to be corrected because I don't want to look up futa
f58339 No.16661103
>>16657257
Pick your poison
>most new games are so bad no one bothers to mod or datamine them that much
>games are f2p online that count graphical editing as cheating and doesn't allow users the ability to create private servers
>modded content can be sold so it's less genuine want of something different and more about a quick buck
>communities don't exist anymore so the most actions a mod is going to see is with some streamers or a bunch of redditors
Ironically, for all the shit sportsball fans get, their modding scene is always thriving and willing to move from game to game in order to do their whole roster shit as well as add quality of life improvements.
71ba70 No.16661106
>>16661103
>Join idle server
>Complain about traderfaggots
86679a No.16661206
>>16661103
>idle servers
>past 2017
12dfd9 No.16661247
>>16661103
>map
>idle_map_5.map
>not trade_idle_awesome_fun_sniper_lego_minecraft_mlp_deathrun_roblox_fnaf_freeitems_ORANGE_v3.21.bsp
ed9c95 No.16661252
>>16660495
>BF2
>Large modding potential
Quite the opposite, actually.
dd093d No.16661352
>>16661103
>source engine
>.map
0bf61b No.16661384
>>16657257
>The only cool mods around these days are continuations of ones that started over a decade ago. Why is that?
It's over a decade ago DLC got introduced. Modding support stopped being released.
It's not that mods aren't getting made anymore. Any popular game still gets plenty of mods, even if the developers treat the modders like absolute shit as was the case with Dota 2.
Games these days just don't get modding tools anymore. Being able to dictate your own experience through mods defeats the business model of DLC and microtransactions.
f58339 No.16661622
>>16661206
>>16661106
>>16661247
>>16661352
I needed a TF2 image and my drive crashed twelve days ago, fucking shoot me
1328a6 No.16661732
>>16661622
I recommend you Competitive MvM
b42cad No.16661736
>>16660495
>No CoD 1
>No MOHAA
>TF2
Whoever made this got shit tastes
8e496a No.16661739
>>16661103
More accurate pic
d1ce61 No.16663986
because now it is less effort to just make a new game in unity or unreal than it is to make a total conversion mod for a modern game.
000000 No.16665554
>>16657257
Greed and incompetence (that is, jews and leftists) infecting the scene.
d47e24 No.16665812
>>16657257
>what ever happened to the time when teams would make completely new and original games off of the engines of other games?
Some communities are still doing that. The Freespace 2 community, for example:
https://wiki.hard-light.net/index.php/Fate_of_the_Galaxy
https://www.wcsaga.com/
http://diaspora.hard-light.net/
http://wingsofdawn.hard-light.net/
7cb9ef No.16665824
>>16657917
Games with good modding scenes:
Arma 3 (DayZ and Battle royal mods.)
Mount and blade (lord of the rings mod)
Total Wa Wa (Steel faith)
Minecraft (Thaumcraft)
Skyrim (unfortunately it does count as having great mods)
Gmod (mod is literally in the name)
DOS 2 (lots of RPG mods and a GM mode)
Jedi Knight series (Star Wars mods)
Civ 5 ( better mods than 6 imo, better game than 6)
Dawn of war games (Ultimate Apocalypse)
Terraria (mod scene is about as healthy as Minecraft’s
>but anon all those games are OLLLD!!
Some of them are older than me.
Does that mean they are less fun? No.
Do these games still have players? Yes.
If anything not having the Reddit, cuckchan, “play it because it’s trendy” crowd is a good thing.
You mistake was wasting a millisecond on modern non-self published games. And even when they are self published they can still suck for modding.
>But dude they are making mods like they used to!
A large amount of updates and new releases still happen, you just have confirmation bias.
381e8a No.16665978
>>16665824
You forgot Morrowind and Doom.
78dc25 No.16666000
>>16657287
> Have programming degree
> was paid off within a year of graduating
Please cry more.
7cb9ef No.16666036
>>16665978
Ah yes, DOOM. That one has great mods.
8303e3 No.16666046
>>16665824
>Some of them are older than me.
You need to leave then.
>>16661736
Original CoD and MoH:AA either failing to mention them or assuming they're terrible based on the later entries in the series are a good test to know if someone actually experienced the early 2000s on PC or just pretends they did based on what they've seen fags post over the years. Note also the lack of Total Annihilation but the inclusion of Counter Strike and CSS despite the latter being a bit crap and all the generic choices in RTS games.
026980 No.16666055
>>16666000
anon eternally and anally btfo
checked
7379c1 No.16666189
>>16659317
>>16660345
I remember for sacred 2 searching for a fix for a memory leak on windows 10. I tried everything until I ended up on this weird forum that's dedicated to sacred 1/2 mostly. People there were working on the community patch and they hooked me up with the beta, which fixed the memory leak. I'd say for most games the modding scene is very much alive but it's just pretty damn hidden
e978e5 No.16666258
>>16657317
>most of the people that are actually around to make mods are passive aggressive powertripping faggots that act like the aforementioned corporations which sets a really bad impression for anyone who wants to get into mods for the sake of making something interesting to play.
No fucking lie. There's a shit ton of people in the Skyrim community who are like that. They even explicitly tell you you're not allowed to alter the mod or borrow the code because it "ruins their vision". They want to control you because they're little pussies. I'm glad I don't remember any of those faggots names but I won't soon forget homosexuality of that magnitude.
Compare that to my experience with Morrowind. I tell some dude I'm going to nigger his code for my own project and that guy's ecstatic he wants to collaborate. I go on and tell him its porn and he still offers to help but without credit. Some people are just cool like that.
4189f9 No.16667337
>>16666258
>They even explicitly tell you you're not allowed to alter the mod or borrow the code
Now I want to go and steal some soyfaggots code just to annoy him.
0f63b6 No.16667404
>>16660587
>Aren't most of these remakes just some barebones cinematic project done solely for recognition and/or an entry in a portifolio?
depends. you certainly get those "classic nintento game in UE4" types that do it for likes and patreon bux, but there are also people that play a game, see it's shortcomings/stuff they don't like and want to fix/improve it. like even battlefield 1942 has a star wars mod etc., combining shit you liked always existed, and if you're not stupid it can work out. ofc disney won't let you use star wars when they want to milk every drop from the dead cow, but even fucking EA has no problem letting you use an old IP with the only condition not to take money for it (see renegade X). portfolio etc probably plays into it too, but isn't necessarily the main focus.
you could even use star wars, but as already mentioned you just do it, release it into the wild and be done with it. making a big deal out of it before you can even play it is retarded because the rights holder will just bend you over - if it's not done for the "fame" without putting any effort in.
>>16666189
>for most games the modding scene is very much alive but it's just pretty damn hidden
because depending on the game it's super niche so they have to stick together on platforms that work better for modding like forums instead of some faggy discord server, and since they're more close-knit it keeps some of the autism at bay (or rather it gets directed at cracking the game open). people with that level of competence also usually don't give a shit about the drama you find in normalfag modding "communites" like >>16666258 since they're doing it for the mods, not brownie points.
the problem is most people only see shit like that where a huge amount of people just consume and regurgitate the content, actual modders, as in the people that deep-dive into shit and create something like SKSE are/were pretty rare.
0f63b6 No.16667427
>>16667337
>Now I want to go and steal some soyfaggots code just to annoy him.
doesn't even need that much.
2e29bd No.16667620
>>16667427
If someone at a real company did this they'd get fucking lynched. Well I'd like to think that because it's one thing to shit on a demographic of people when you should be selling a product neutrally, but to actively punish all people and deny revenue as a result, that's basically a death knell.
I'll also make a similar comparison with the DFSG/DSG. Say what you will about Debian, it has preserved good core values with clauses 5 and 6 for making it totally neutral about who can use it and what for. Likewise the OSI have similar requirements for valid open source licenses, and a recent spat with a project "Lerna" had a contributor try to corrupt its MIT License and ban some corporations from using the program. This breaks license compatibility aside from being slimy but sanity prevailed and the change was quickly reversed and said contributor thrown out.
>>16666046
>Total Annihilation
Glad someone posted this. The base game has some wonkiness and unfortunately not all of it can be modded out, but besides full re-balances there's TA Bugfix and custom A.I. opponents of varying quality which help massively.
f1d6ad No.16668968
>>16657257
Because of matchmaking. The vast majority of mods made for older titles were multiplayer focused and were spawned out of basic script modifications that were later further developed upon. A good example is Counter Strike was spawned out of a mod for Quake 2 called Action Quake 2 which was just a modern gun mod for Quake 2's deathmatch mode. They took that, added custom gamemodes like Hostage and Destruction and further continued it due to the popularity of the project.
However this was in an era of dedicated servers. In Matchmaking developers want complete control over their game. Therefore modding is a liability. Combine that with the profitability of DLC and it spells doom for it.
Another reason why mod support generally falls by the wayside is because it costs devs now to implement it. It used to be developers would just release their own tools to the community because they developed their own technology for the most part. But now developers license most of their technology from third parties. Amid Evil is a retro inspired UE4 game and the devs have outright stated it's highly unlikely it'd get mod support because of how they aren't allowed to release the plugins they used, and it would essentially require them the same amount of time to create a new game inorder to recreate the code for those plugins. For commercial titles it's usually not that much, but it's still in the ballpark of 1-2 DLC packs and they'll directly make much more money off that.
>>16663986
>because now it is less effort to just make a new game in unity or unreal than it is to make a total conversion mod for a modern game.
This is also a factor
>>16658552
>You know why stuff like Quake, Half Life and Doom were and still are heavily modded?
>Half-Life
>Open Source
Xash is an engine recreation but apart from that it's inaccurate. People tend to focus on modding popular games. A good example is GTA5 gets heavily modded nowadays (to the point where modders who mod the game have patreons and make decent money off doing it) because it's popular.
3ca605 No.16669016
>>16668968
>it would essentially require them the same amount of time to create a new game inorder to recreate the code for those plugins.
that's just an excuse tho. they can just strip it out and let the community take care of it or simply require the files from the main game. half the time they don't even want someone to check for what they can release or not or least make it easier to do it (since that costs money) and outright skip it completely
>>16667620
>If someone at a real company did this they'd get fucking lynched.
google and the rest of the woke tech industry does that just fine. I mean just look at the "females have to be ugly" trend in vidya to the point companies like dice go full retard by going 110% swede and outright shit on their customers on twitter.
debian has their own shit tho, that story with that nip dev is a huge red flag in which direction they're going.
c2aa1c No.16669117
How did the first Doom mods get made? Did Carmack provide tools or specifications? Or did the modders just walk in the dark?
71ba70 No.16669124
>>16669117
wads are straightforward and easy to work with
c2aa1c No.16669169
>>16669124
How did people figure out how to mount a BSP node or what is the binary format of the levels, etc. In Quake, for example, as they knew how to use the Quake C or how creating a level editor?
I think some specification or tool should have been made available.
71ba70 No.16669207
>>16669169
Look buddy, is it all that productive to needle me about the creation of user content for 23 year old games?
71ba70 No.16669222
>>16669216
Nigger that's not what happened at all, Garry jewman decided he wanted to make garrysmod 9+ it's own thing and since it was popular enough Valve agreed to sell it and the SDK
Shit you can't even "Take Garrysmod off someone's account" if we're talking about the old free sourcemod of gmod. Because you launched it through Source Multiplayer SDK.
fa65f2 No.16669269
>>16669216
The ampunt of retarded historical revisionist nonsense you spouted there makes me believe ypur IQ is on the double digits.
Jesus Christ
caf496 No.16669346
>>16669207
It is to know the origins. You can say you don't know anon and I aren't going to call you a poser and exclude you from the faggot circlejerk.
3c2047 No.16669420
No DOA images? It's like amateur hour
3c2047 No.16669434
It is done. This thread is now ready.
686c44 No.16669439
>>16666046
>CoD and MoH:AA
I've been playing since before those were made and I never played them the rest of what you say I have no issue with
686c44 No.16669450
>>16661103
>redditors
that's actually an interesting point, the consolidation of internet forums onto reddit has had a serious detrimental effect on all communities, just like discord
3c2047 No.16669528
damn, this is the wrong thread. Sorry guys, I'll try deleting those posts
686c44 No.16669537
3c2047 No.16669548
>>16669537
Damn, this sucks. All those posts were meant for the thread at https://8ch.net/v/res/16663168.html
I can't delete the posts or files anymore, I get an error saying the password changed.
Real sorry guys, I wish I could make up for it by contributing to the topic at hand, but I know next to nothing about the modding.
3d195b No.16672254
>>16657257
If you're ever confused about something, the answer is most likely jews.
2b944d No.16679557
>>16657257
Why mod for free when you can become game developer and earn gazzililons?
2b944d No.16679565
>>16658006
>You don't have people sticking around a single videogame for several years now, they play something else instead.
You can't be more wrong.
a6789a No.16679618
>>16657257
Because most games were completely unplayable online except for the few handful of shooters that figured out netcode. Since there was no other way to play online reliably, these games with good netcode essentially became their own game platforms.
People might mention Kali or something as a rebuttal, but they're fags.
14ad2e No.16679625
af7159 No.16681761
>>16669439
It was a pretty sweeping generalisation to be fair.