Staredit Network > Forums > Modding Projects > Topic: WHEN POSTING A MODDING PROJECT
WHEN POSTING A MODDING PROJECT
Jan 18 2009, 11:09 pm
By: Corbo  

Jan 18 2009, 11:09 pm Corbo Post #1

ALL PRAISE YOUR SUPREME LORD CORBO

I think we all know how to post a project but for the new modders keep in mind this:


1. Make sure you provide enough information.
If the mod has an storyline make sure you provide it with a title that indicates that it is the story otherwise everyone will just be confused.

2. Post detailed information of what you modded.
Don't be "I modded dats, iscript. There are some modded GRPs and a few minor tech tree changes" - What exactly did you mod again?
It is ok to say: "I modified the tech tree to improve the mod playability, ground units have an specific submenu as well as Air units in the starting building. Every unit cost has been modified according to the new set build time. Some units are now more expensive but take less time to build..." and so on.
Use proper language: dun spk lyk dyz, kthxbai.

3. Provide some screenshots.
Everybody loves to see some material specially when it involves units with new graphics or a battle even if it doesn't look real.
If you have custom made GRPs you can also post a couple of frames for them.

4. Include some material.
If your topic doesn't include a demo or the full version of the mod the previous 3 Guidelines are a must.
If it does include a demo make sure to post what's modded and what's to come in the near future.

5. In conclusion the success of a mod it's not actually in its complexity but in how simple you make it look. If you just modded randomly the weapons of units, people will get pissed or if they don't quite get your very complex tech tree. Describe how the gameplay is, where should a player go first or what can he build or what is your mod really about. Remember that it doesn't matter what the product is but how you sell it ;).

Post has been edited 3 time(s), last time on Mar 16 2010, 10:06 pm by Corbo.



fuck you all

Jan 18 2009, 11:10 pm Symmetry Post #2

Dungeon Master

Lemme fix this up and I'll pin it right away. Thanks, Corbo.



:voy: :jaff: :voy: :jaff:

Mar 14 2019, 11:00 am IlyaSnopchenko Post #3



Well... where do I post a campaign that is neither a map (for obvious reasons :)) nor a mod as it does not "modify" many things, and certainly not the bulk of a race's units and structures? :)



Who am I, and why should I care?

Mar 14 2019, 12:03 pm Corbo Post #4

ALL PRAISE YOUR SUPREME LORD CORBO

Anywhere you wish. Either modding projects or in the campaign forum.

Probably in the campaign forum would be more ideal, though.



fuck you all

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[09:10 am]
Suicidal Insanity -- :P
[09:10 am]
Suicidal Insanity -- Not that I think that is a good idea
[09:10 am]
Suicidal Insanity -- then it is a real index
[09:10 am]
Suicidal Insanity -- jjf28
jjf28 shouted: Suicidal Insanity I can't have code saying xIndex for something that's 1-based, to me xIndex is always a 0-based array index specifically, anything else is an identifier ("Id", usually sequential) or key (hash or a fixed-byte abbreviation or something), those are my cues so I don't need to constantly refer to some documentation so I know what to code
I'm just saying have your function 'GetMapTitleStringIndex' return realValue - 1
[01:45 am]
CaptainWill -- If anyone was considering Hypnospace Outlaw, I recommend it
[01:41 am]
jjf28 -- I think the reason I had it so wrong was cause I could treat it as a 0-based index from section start (offsets actually start after first two bytes of numStrings) so I had my access simplified like that :P
[01:08 am]
jjf28 -- Suicidal Insanity
Suicidal Insanity shouted: No you don't. you can just change all the getters that give you a stringID instead
I can't have code saying xIndex for something that's 1-based, to me xIndex is always a 0-based array index specifically, anything else is an identifier ("Id", usually sequential) or key (hash or a fixed-byte abbreviation or something), those are my cues so I don't need to constantly refer to some documentation so I know what to code
[12:52 am]
O)FaRTy1billion[MM] -- 0 usually means no string or default string
[09:58 pm]
Ultraviolet -- :wob:
[09:51 pm]
Corbo -- hi
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