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 Post subject: Combining assets from two mods
PostPosted: Fri Feb 22, 2008 3:55 am 
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picked up a pistol

Joined: Wed Feb 13, 2008 10:28 pm
Posts: 58
Location: North Carolina, USA
Hey guys, I have both Denton's Enhanced Doom 3 and a pack entitled DanteUK, which contains a really nifty water shader with excellent physics. I want to use both of them for a Quake 1 map I am re-creating, but since both have their own .dll's, I can't.

I'll be honest here, I have no experience outside of making a map and texturing it. I don't know how to compile a .dll, or if I can decompile one. And since I plan on releasing said map as a mod, I really need to learn about .dll's.

This is a real pain in the ass, since I want water and portal skies, along with HDR lighting and material-based impact sounds for this mod. This is gonna be a crash course for me. 8)

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 Post subject: Re: Combining assets from two mods
PostPosted: Fri Feb 22, 2008 8:54 am 
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a gun & a nice word
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Joined: Sat Jan 11, 2003 9:30 pm
Posts: 8713
Location: Orlando, FL
You need the source code for both mods in order to compile a single dll that includes the changes of both.

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 Post subject: Re: Combining assets from two mods
PostPosted: Fri Feb 22, 2008 1:03 pm 
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has joined the game

Joined: Thu Feb 07, 2008 2:09 pm
Posts: 36
Location: North Carolina, USA
Yep. You need the sourcecode. PM me your email address and I'll email you the zipfile with the Denton sourcecode. Denton himself is too busy nowadays to play with this kind of stuff. You need to contact the author of the other mod with the effect you want and ask them for their sourcecode as well, if the mod didn't come with it.

Finally, you need to grab the Doom 3 Software Development Kit, or SDK. Check and see what version of Doom 3 you're running, and that's the EXACT version of the SDK you need. The SDK contains all the original sourcecode C++ files that were used to build the stock gamex86.dll and it's by modding these files you made these kinds of modifications. The modded sourcecode files for the mod you want are substituted for the original sourcecode files and the .dll is then rebuilt to integrate the changes.

The big problem I can see with this potentially is if both of these mods have in their code their own modified versions of the same original sourcecode files. Both having their own versions of Player.h and Player.cpp as a possible example. If that's the case, and you don't have any C++ experience, then you've got two choices. Either hand the project off to somebody who knows C++, or start learning C++ programming so you can learn how to integrate the differing versions of the same files together. I'd actually take the latter choice, as then you'll know how to do your own stuff when you finish the combination.

I'm assuming your running on Windows. If so, you'll need a Windows-compatible C++ compiler. Denton used Visual C++ to compile his mod if you want to use that.

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