mirror of
https://github.com/rehlds/metamod-r.git
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159 lines
6.7 KiB
HTML
159 lines
6.7 KiB
HTML
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<!-- vi: set ts=4 sw=4 : -->
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<!-- vim: set tw=75 : -->
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<HTML>
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<head>
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<title>Metamod FAQ</title>
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</head>
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<body>
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<h1>Metamod FAQ
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</h1>
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<p><a name=modsupport>
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<b> Please add support for <i>(some)</i> mod.</b>
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</a><p> <blockquote>
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Please see <a href="gamesupport.html#requirements">game support
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requirements</a> in the documentation.
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</blockquote>
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<p><a name=bots>
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<b> How do I use bots with Metamod?</b>
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</a><p> <blockquote>
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If the bot is <i>not</i> a Metamod plugin, then you will need to tell
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Metamod to use your bot as the gamedll, by specifying it on the hlds
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command line with the "+localinfo mm_gamedll" option. See the
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<a href="metamod.html#localinfo">Metamod docs</a>. See also the
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<a href="http://www.adminmod.org/help/online/Configuration/How_to_Use_Bots_with_MetaMod_AM_2.50_and_up.htm">AdminMod docs</a>.
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</blockquote>
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<p><a name=corrupt>
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<b> The download links give corrupt files.</b>
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</a><p> <blockquote>
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I think what you're observing is that your web client is quietly
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uncompressing the file, but not updating the name of the downloaded file to
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reflect this. In particular, some web clients will silently decompress
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(gunzip) files _without_ removing the ".gz" from the filename, so you'll
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end up with a file "metamod_i386.so.gz" which is _really_
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"metamod_i386.so", and so trying to gunzip it will produce an error ("not
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in gzip format"). Try running "file" on the resulting file to see what the
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OS thinks it is. Or, where you don't have "file" (ie windows), just look
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at the file size - it should be pretty indicative of whether the file is
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still compressed or not.
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</blockquote>
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<p><a name=install>
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<b> How do I install Metamod?</b>
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</a><p> <blockquote>
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This is covered briefly in the <a href="metamod.html#installation">Metamod
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docs</a>. Typically, though, Metamod is installed as part of some major
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plugin, like <a href="http://www.adminmod.org/">AdminMod</a>. There is
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also some discussion of installing Metamod by hand in the <a href="http://www.adminmod.org/help/online/Installing/Manual_Installation_-_Walk-Through.htm">AdminMod docs</a>. If you already have Metamod installed and merely want
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to update it, this requires only replacing the .so/.dll with the latest
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version from the <a href="http://metamod.org/">webpage</a>.
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</blockquote>
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<p><a name=adminmod>
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<b> I'm having trouble with AdminMod.</b>
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</a><p> <blockquote>
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You'll need to ask your AdminMod questions on the <a href="http://www.ozforums.com/forumdisplay.php?forumid=143">AdminMod forums</a>.
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</blockquote>
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<p><a name=hlcoding>
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<b> How do I do <i>(something)</i> in a Metamod plugin?</b>
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</a><p> <blockquote>
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Generally speaking, a Metamod plugin works very much like an Half-Life Game
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Mod, since all it's doing is making the same calls to the same SDK that the
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Game Mod does. So, the question typically isn't "how do I do this in
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Metamod?" but instead "how do I do this in an Half-Life Mod?", and is best
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asked in a HL SDK Programming forum/mailinglist (see <a href="links.html">related links</a>
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and especially <a href="http://planethalflife.com/botman/MOD_FAQ.shtml">Botman's MOD FAQ</a>).
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Once you figure out how it would normally be done in a Game Mod, figuring
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out how to do it in Metamod is relatively straightforward.
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<p>
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However, if you have questions on how to convert a piece of code from HLmod
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to Metamod plugin, then I can provide some pointers, or you can ask on the
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<a href="http://groups.yahoo.com/group/metamod/">Metamod mailing list</a>.
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And of course, if you have questions about things in the code specific to
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Metamod (ie things mentioned in the <a href="coding.html">Metamod Coding
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docs</a>) feel free to ask me or on the mailing list.
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</blockquote>
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<p><a name=examples>
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<b> Is there a tutorial or example of how to write a Metamod plugin?</b>
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</a><p> <blockquote>
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The sourcecode includes a couple of plugins that can be used as examples.
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The "stub" plugin is the bare basics of what a plugin needs. The "trace"
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plugin provides an example of hooking _every_ SDK function. The "wdmisc"
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plugin provides a couple of basic useful features. You can also look at
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several of the other plugins out there for more examples.
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<p>
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Note that the example plugins in the Metamod sourcecode show how to use
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Metamod to interface with Half-Life code, but they mostly assume you
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already know how to write Half-Life code. If you need examples or info on
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how to write Half-Life code itself, you'll need to go look through the HL
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SDK programming websites (see <a href="links.html">related links</a>
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and <a href="http://planethalflife.com/botman/MOD_FAQ.shtml">Botman's MOD FAQ</a>).
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</blockquote>
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<p><a name=pluginlink>
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<b> I have (or know of) a Metamod plugin not listed on the webpage.</b>
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</a><p> <blockquote>
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Send me the information about the plugin (name, author, description, URL),
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and I'd be happy to provide a link from the webpage.
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</blockquote>
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<p><a name=msvc>
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<b> I'm having trouble compiling under MSVC.</b>
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</a><p> <blockquote>
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Please note that I do not use MSVC, so I can't help a lot with using that
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compiler. I do all my development under linux, using gcc for linux
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binaries and <a href="http://www.mingw.org/">mingw32</a> for windows
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binaries. The sourcecode does include an MSVC project file for Metamod, as
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well as a project file for the stub plugin, both mostly as examples. They
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<i>should</i> work, and indeed did work the last time I dug up MSVC to test
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them. That said, there are a few folks on the <a href="http://groups.yahoo.com/group/metamod/">Metamod mailing list</a> that
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do use MSVC, so you might find some assistance there.
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</blockquote>
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<p><a name=gpl>
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<b> If I create a Metamod plugin, does it have to be open source?</b>
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</a><p> <blockquote>
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Generally speaking, yes. The way the GPL is interpreted, plugins of a GPL
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program need to be also GPL. See also the FAQ entry on the GNU site about
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<a href="http://www.gnu.org/licenses/gpl-faq.html#GPLAndPlugins">plugins of a GPL program</a>.
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</blockquote>
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<p><a name=otherengines>
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<b> How about a port of Metamod to other engines like Q3, Unreal, etc?</b>
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</a><p> <blockquote>
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I haven't looked into it myself, but several folks on the AdminMod team
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(from which Metamod was derived) had looked at porting to other games like
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Q3 and UT, and determined that those engines either didn't provide the
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necessary API hooks, or that they already provided a suitable method for
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extending functionality. So, I wouldn't expect to see a version of Metamod
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for those. Perhaps for some other future engines, although I believe most
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modern engines are now providing their own method for extensions or
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plugins, so that a third-party solution like Metamod wouldn't be necessary.
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<p>
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If Half-Life 2 ever sees the light of day, I expect I'd look seriously at
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porting to that - unless, of course, Valve ends up providing their
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<b>own</b> plugin framework themselves. :)
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</blockquote>
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<p>
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<hr>
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</body>
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</HTML>
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