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Back in the day with HL Mods

BarkingGhostar

Diamond Member
Nov 20, 2009
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I remember when Hal-Life first came out. I wasn't particular interested in it but then someone made a mod to allow for multiplayer. And then a bunch of multiplayer mods came out, including Team Fortress [Classic], Counter-Strike, etc. But a couple of others I liked Action Bond, which everyone ran around dressed like James bond and killing each other at night. Much fun. But the mod I liked the most was the one in which the placers were the size of a tiny mouse. One map in this mice mod was a kitchen and team players ran a muck about the kitchen and in the walls of the kitchen. Anyone remember these mods?
 

CP5670

Diamond Member
Jun 24, 2004
4,797
204
106
I remember this. These were common in UT as well, like that map DM-Bathroom.
 

Fenixgoon

Lifer
Jun 30, 2003
27,974
3,198
126
The Specialists was a matrix-style mod. legit bullet-time implementation. It was amazing. A katana in the right hands was just as deadly as the most powerful gun
 

Zenoth

Diamond Member
Jan 29, 2005
5,078
103
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I think Poke 646 is the only such 'known' community H-L1 mod I tried. I do recall trying it, but I don't remember much out of it, I'm not sure if I even finished it. I also recall Echoes I believe it was called, I do also remember trying that one a bit. I mean I could of course simply say Team Fortress (Classic) and Natural Selection, too. I had the best fun with Natural Selection, it was amazing (probably played it at least 2 years or so). But other than that, yeah I think I didn't explore much of the H-L1 mods.
 

BarkingGhostar

Diamond Member
Nov 20, 2009
9,429
2,239
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Those were the days before developers and publishers got all anti-mod in their IP. Are there any modern multiplayer games today for the PC that allow those kinds of modding. Just thinking about the effort those modders did was something.
 

shortylickens

No Lifer
Jul 15, 2003
78,647
11,573
126
I must be the only dirty depraved hardcore PC gamer that never modded Half Life.




Unrelated:





WHEN THE [Redacted] DO WE GET HALF LIFE 3????!!!!!!!


Common Shorty you should know by now Profanity is not allowed in Tech Forums.
Keep things clean or next time im going to have to play mean Mod and infract you.

Mooderator Aigo
 
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CP5670

Diamond Member
Jun 24, 2004
4,797
204
106
Those were the days before developers and publishers got all anti-mod in their IP. Are there any modern multiplayer games today for the PC that allow those kinds of modding. Just thinking about the effort those modders did was something.
Many games have small mods but I think the era of big map packs and total conversion-type projects is over. It takes a lot more work to make something now, and people instead make indie games using Unity/Unreal instead. Back then we didn't have that, and the games themselves spawned forums and social communities that lasted many years beyond the game itself, so making maps and mods became the main social activity.

People still make stuff for many of those 20 year old games, since the mod communities are well established and have lasted this long. I think people made some maps for UT4 but the game is kind of dead. The original UT had tons of great maps as well as lengthy single player campaigns made for it.
 

Zenoth

Diamond Member
Jan 29, 2005
5,078
103
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Those were the days before developers and publishers got all anti-mod in their IP. Are there any modern multiplayer games today for the PC that allow those kinds of modding. Just thinking about the effort those modders did was something.
I haven't checked the whole Nexus (mods) network to see which multiplayer games are being modded, but from what I get, 'modern' PC games are rarely "moddable" to start with, and if they are it's pretty limited in what can actually be done to them. There's various reasons behind this happening over the past decade or so (I.E. the reduction of PC games' moddability, at least when it comes to multiplayer games or modern shooters for instance). One of the reasons is because 'modern' "PC" games are Console Ports; and when developers design the game (usually first on console, and extremely rarely the other way around in modern times) they do so with the Console's interface and perspective.

And Console games are not specifically designed so that later if someone wishes to would then be able to modify [x y z] things in (be it textures, models, game mechanics, features, damage values, item stats, sounds, environments, A.I., or other Assets). And IF a Console game does have a way to modify something somehow, then it's usually very 'tunneled' and on rails, specifically made as such by the devs and is limited by them (I.E. you can modify something only from an official in-game GUI with specific controls to do so with the controller, etc [relatively modern example for a shooter would be DOOM 2016 where there's a map maker]; and can't exactly open up a console command window or can't actually modify game Assets in a separate software only to then later on come up with your "mods" for the game).

In order to have a modern PC multiplayer game that's moddable to the extent that Half-Life 1 was, or heck Build engine games were (DOOM, etc) the devs would have to design the game from (and more importantly, for) the PC platform first. Then, they would have to ensure that the structure of the installed game Assets can be easily accessed after the game installation (even if the files are compressed in a specific format, that format should be accessible with a third party tool or an official first party tool that the devs would themselves create) in order for anyone to have a go at it. Not just using Wordpad to change some text-based values (.INI or other sort of Config files), but actually being able to extract Assets (sounds, animations, models, music, A.I. scripts, etc). And when ALL of those conditions (and maybe more) is met, you have a true-to-heart genuinely 100% PC Game, made from a PC and FOR the PC platform where you can, if you want to, access any one of the game's assets and see what can be done with that.

So, the Build engine scenario (DOOM mods), Gold Src scenario (Half-Life 1, TFC, Natural Selection and the likes, using that engine) and the GameBryo / Creation engine scenario + the Creation toolkit (Morrowind, Oblivion, Fallout 3 and 4, Skyrim) were all made under those contexts. Well, in the case of the Elder Scrolls games, starting with Oblivion, they were made for Consoles first (see the GUI on the vanilla PC version, they were console ports and that is 100% clear) but at least they DID leave the whole Assets part of the PC port completely intact and accessible (barely anything was hard-coded and non-accessible), and they DID continue to support mods (officially) by providing the necessary software to modify the game assets, so credits where due despite the fact that they did develop their games for Consoles first (after Morrowind, that is).

There's more to it, too (outside of the engines / assets stuff). But it's sort of the gist of it. But there's also plain and simple different philosophical approach that can "hinder", or rather can just stop modding from happening at all for any particular game or franchise. If the publisher is "against" modding in general, they just don't allow their devs to ever release any form of software to mod said games to start with; and beyond that, they ensure that the assets that are installed client-side are hard-coded to Hell and beyond and ONLY the devs can change whatever it is could be changed (beyond just the basic text-based Config file values that most games can still allow us to do on the PC platform to this day).

And this exact scenario (of the "modding is Evil and needs to stop" mentality from certain companies and corporations) is exactly the one thing I fear is going to happen to Elder Scrolls 6. That it may well be the first ES game (since Morrowind) that won't be moddable on PC (because they won't make a "Creation Kit" style tool for it to start with). It's also why a popular and known game like Overwatch doesn't have community-made mods OUTSIDE of the game client itself and launched by the launcher (I.E. need to have a real account, log in to the Battle.net launcher, launch the game normally without any pre-made mods done to the files, etc).

Using the example of Overwatch, since relatively recently the devs DID allow the players to go in their official game mode called the Workshop, where access to certain types of scripts can allow a certain level of "moddability". However, it is limited, and is only related to actual game-play, rather than related to modifying game assets per se. So that's why you wouldn't browse online and come up with something like a full overhaul of "Overwatch", with a different name, and it being playable offline entirely, and being a modified map that extends 5 times past the default stuff because some modder in the community would have been able to do just that to start with. And the same applies to Diablo 3, because always-online, because no access to full game assets... because, basically, we don't have the "permission" to do it, because no tools to do it anyway to begin with... and that's because the company behind just does not allow it and don't want it to happen, period.

So yeah, changes in development and gaming industry mentality at large over time didn't help to ensure that games on PC could be modified at any extent by the player / community if they wish to. It does still happen here and there but has been on the decline for a very long time coming from the "mainstream" developers in the industry. Nowadays, "PC Games Modding" usually happens mostly coming from Indie developed games because they simply have a more open mentality on the subject or they understand that it helps maintain a bigger replay value for their game if they allow it. The best "modern" and known example I can think of where modding IS possible and does allow for quite a good amount of changes with access to the game's assets is none other than No Man's Sky.
 

BarkingGhostar

Diamond Member
Nov 20, 2009
9,429
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Well, I guess I can rest happy knowing I lived through the days of HL1mod glory whereas those that follow will have to deal with the likes of CyberStunk2077.
 

CP5670

Diamond Member
Jun 24, 2004
4,797
204
106
Cyberpunk seems to be fairly moddable. There are lots of small things for it already, but I doubt it will ever have big quest content like the Fallout/TES games did. CDPR is supportive of mods as far as I know, but times have just changed.

Another example is UT3, where the introduction of UDK took away most of the modders from the game.
 
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Vivendi

Senior member
Nov 21, 2013
648
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There was this mod for HL pre steam days, it gave points etc for stylish kills. I can't remember the name now..
 

pmv

Diamond Member
May 30, 2008
8,060
3,107
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Wasn't there a single-player HL mod where you played the Black Mesa janitor?
 

rstrohkirch

Platinum Member
May 31, 2005
2,038
215
106
Wasn't there a single-player HL mod where you played the Black Mesa janitor?
 
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John1780

Junior Member
Feb 28, 2021
15
3
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Speaking of HL 1, anyone else giving Black Mesa a spin? So far loving this game all over again, and on 1440p UW to boot. Cheers to the Crowbar Collective for the remake.
 
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shortylickens

No Lifer
Jul 15, 2003
78,647
11,573
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That was back when developers and publishers weren't so anti-mod in their IP. Are there any modern multiplayer PC games available today? Just thinking about how hard those moderators worked was impressive.
Modders.
Not moderators.

They call them mods because they are modules, or modifications. Not moderations.

Also, yes there are tons of modern multiplayer PC games today, what the heck are you thinking? Are you spreading hyperbole or do you just not keep up?



look for shooters and multiplayer.
 
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bejellio

Member
Mar 29, 2021
31
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The Specialists was a matrix-style mod. legit bullet-time implementation. It was amazing. A katana in the right hands was just as deadly as the most powerful gun
Ahhh, that was a good memory. Thank you for reminding me of this =).

Spent many hours on this one.
 

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