
I made sure to add lots of comments, and even added extensive documentation in the repo README.
https://github.com/1337GameDev/Ut99Mods
Please let me know what you think, and what you'd like to see

There's quite a lot here ha

Yes, please do. It would also make it easier for others to just download the files ready to drop into the game folder without having to compile each individual mod.1337GameDev wrote: ↑Wed Jul 13, 2022 7:06 pm Some very good points. I will add a releases section, as well as a section for pictures and overview of bigger things to attract users.
Do you have an idea why I couldn't get Infection to run as noted in my earlier post?1337GameDev wrote: ↑Sat Jul 30, 2022 2:47 pm I have created a releases section and a convenient zip file. Just extract to your ut99 folder and enjoy![]()
Yup, you need the halo announcer U file and the sounds/HaloAnnouncer.uax sounds file.OjitroC wrote: ↑Sat Jul 30, 2022 2:55 pmDo you have an idea why I couldn't get Infection to run as noted in my earlier post?1337GameDev wrote: ↑Sat Jul 30, 2022 2:47 pm I have created a releases section and a convenient zip file. Just extract to your ut99 folder and enjoy![]()
Luckily, with ModBuild one can make GitHub, or even GitLab, build your mod for you, and provide a zip of that build :DOjitroC wrote: ↑Wed Jul 13, 2022 9:44 am Whilst GitHub appears to be a 'good forum' for developers to develop and store their projects (I say 'appears' simply because I don't develop stuff and so have no knowledge of how useful it actually is for developers), it is less than ideal for end users, especially if individual zips of each project are not made available, as they need to look in several folders to see if they have all the stuff for a particular mod and, of course, they require a clear explanation of what each mod is/does. I would suggest that GitHub is not ideal for project presentation.
.gitlab-ci.yml
). Through the admittedly crappy CI interface (GitLab's interface sucks ass, but their CI is blissfully easy and generous compared to GitHub's, and Gitea, which I love, has none at all ;-;), I can find the "artifacts" of the build:I am sure one can and that's good. I hope more people make use of your work.Gustavo6046 wrote: ↑Sat Jul 30, 2022 6:52 pm Luckily, with ModBuild one can make GitHub, or even GitLab, build your mod for you, and provide a zip of that build![]()
Automatically merged
That's not the point I'm making ... but there are a lot of mods around (1.1K on medor's site for example), the active playerbase is hardly rapidly expanding, the take-up of new mods is going to be limited (people tend to stick with what they know - the download numbers of new mods on here are not great), etc ... and so new mods need to be well-presented to attract an audience - that's not best done on GitHub - that's basically what I'm saying.Gustavo6046 wrote: ↑Sat Jul 30, 2022 9:59 pm I mean... I don't think the UT modding scene is saturated.
If anything it's relatively scant in so many kinds of mods, beyond your run of the mill novelty mutator at least. It does have a generous number of gametypes, and a baker's handful — or five of those! — of large scale weapon mods.
This was my feeling.Feralidragon wrote: ↑Sun Jul 31, 2022 1:19 am I am going ahead and also suggest to put your mods in ModDB: https://www.moddb.com/ .
And as for mods overall, I think it depends mostly on the mod category, and when it's released.Spoiler
In general, if a mod only does a relatively small thing, or represents a small piece of content, then even with screenshots and videos no one will be that interested regardless.
As an example of that: the Squidy weapon I made was a small thing that was quickly forgotten about, and didn't have a whole lot of downloads and people trying out, despite having a video and such.
Which was expected, given that the modding scene is indeed filled with similar small mods that provide a very limited variation of gameplay, often not enough to pick the interest of someone to go through the trouble of downloading it, install it and try it out.
Adding to that, you also need to factor in that the community is shrinking.
Some players and such came back with the new patches, but the truth of the matter, which can also be seen in this forum, is that while some stuff has an apparent influx of activity, the reality is that it's the same people enthusiastically moving stuff forward, and not really new people joining the fray, or older people coming back.
Unless it's something truly exciting, or truly useful, even with good advertising the results will likely not be that great nowadays.
And even when it's exciting, you have to have some luck: in the case of XV, Buggie's continued support and updates, have led other people to start to work on maps to grow the XV content in order to make the mod actually relevant, which was absolutely great, but completely unexpected, especially nowadays.
NW3 itself was mentioned, and the mod will be 10 years old this year, which is almost half of the main game's age.
If I did a "NW4" nowadays (which is technically possible, especially under v469), and even if it went further beyond NW3 itself in every way, I am certain that it wouldn't have the same level of success, not even near it.
Even the timing of NW3 original release was already a tad too late in that regard back then, and it was a real stroke of luck that it went to be as successful as it got to be at the time, especially with Epic taking notice of it and advertise it on their main channels at the time, something I didn't even imagine happening back then, and something that will likely never happen again for UT99 content, since their focus is completely elsewhere.
If I took another year to release it, I am pretty sure it wouldn't be even half as successful, let alone nowadays.