As the title says I'm looking to make a collection of UT mods which are open source (or have been abandoned and the source code is publicly available).
I'm trying to learn Unreal games programming and it would be really helpful to have working source to learn from.
Please post links to any projects/mods you know of.
Thanks.
Looking for mods with publicly available source code
Re: Looking for mods with publicly available source code
You might be interested in DeFrost's script - he authored Nexgen:
http://medor.no-ip.org/index.php?dir=Mo ... deDump.zip
And investigate this threads where FeraliDragon (NeliWeapons 3 among others) shared his source:
viewtopic.php?f=12&t=5638
Edit: there's also the GitHub repository for nogginBasher (AutoTeamBalance, ATBHighScores table and many other mods):
https://github.com/joeytwiddle/code/tre ... realscript
http://medor.no-ip.org/index.php?dir=Mo ... deDump.zip
And investigate this threads where FeraliDragon (NeliWeapons 3 among others) shared his source:
viewtopic.php?f=12&t=5638
Edit: there's also the GitHub repository for nogginBasher (AutoTeamBalance, ATBHighScores table and many other mods):
https://github.com/joeytwiddle/code/tre ... realscript
- sektor2111
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Re: Looking for mods with publicly available source code
Pretty much a WRONG start by dealing with complex things as Nexgen, seriously...
Why it's not recommended checking defaults first ? For X time said (redundant info), ALL player on this planet can export ALL Scripts from Editor and then he/she can get basic samples how do things works (because those are roots dictating rules) and then, moving to complex things, on purpose to UNDERSTAND WHY do we need some changes at writing custom stuff.
That simple...
Because if you don't know default codes, BotPack and Engine will be grinding teeth soon at your codes, and you will also learn to override functions from these default types.
Right answer is: check Default DM code and TDM code and... all the rest. For creating a game-type or mod FIRST YOU NEED to know what UT has bad and good and not by looking at mods done by others where you will not understand easily why things are re-wrapped, that's a wrong start.
Why it's not recommended checking defaults first ? For X time said (redundant info), ALL player on this planet can export ALL Scripts from Editor and then he/she can get basic samples how do things works (because those are roots dictating rules) and then, moving to complex things, on purpose to UNDERSTAND WHY do we need some changes at writing custom stuff.
That simple...
Because if you don't know default codes, BotPack and Engine will be grinding teeth soon at your codes, and you will also learn to override functions from these default types.
Right answer is: check Default DM code and TDM code and... all the rest. For creating a game-type or mod FIRST YOU NEED to know what UT has bad and good and not by looking at mods done by others where you will not understand easily why things are re-wrapped, that's a wrong start.
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Re: Looking for mods with publicly available source code
Pretty much what sektor2111 said.
But if you feel adventurous look for everything what gopostal/Jack Griffin created he puts always his source files in his projects or make them available separately.
But if you feel adventurous look for everything what gopostal/Jack Griffin created he puts always his source files in his projects or make them available separately.