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compatibility with popular mods #90

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mrwonko opened this issue Sep 19, 2023 · 0 comments
Open

compatibility with popular mods #90

mrwonko opened this issue Sep 19, 2023 · 0 comments

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@mrwonko
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mrwonko commented Sep 19, 2023

This is a long shot, but it would be great if my engine was compatible with major mods to encourage players to migrate.

Ideally, I'd recreate the mod logic in assets, not code, and in a modular pick-and-choose fashion. This would force me to build the engine modular enough to support what people actually use, and would serve as a demo for how to build mods with it. It would be a pain to keep up with mods that still see active development, though.

A simpler solution would be to just ensure their modules work with my engine. Retaining ABI compatibility is limiting, but is probably the right thing to do anyway.

Some popular mods include (via https://discord.com/channels/200934142278369281/211245013055569921/1153600745766125610):

  • ybeproxy
  • ja+ / ja++: emotes, grapple, alt dimensions, admin commands
  • Lugormod: xp system, quests, level editing
  • japro: races (defrag), alternative movement physics options, sabering options
  • base_enhanced (ctf) & base_entranced (siege), their engine "newjk", and closed-source client module "newmod": races, shooting practice, ...
  • RP stuff
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