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Battlefield Modding Tutorials BFMODS • View topic - Making patchfiles for clients

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Jun 16, 2007 5:20 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Is it possible to do so?
And what can I put in it, without getting clients banned?
There are a few things that I want clients to see, but they don't at moment.

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PostPosted: Sat Jun 16, 2007 6:43 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
I believe this can be done in BFV too, with _00x files.

We use a patch for our Gazala in DC_Final, containing extra Sounds and Graphics.

However, it will cause a prob connecting to a PURE server, so if u want to play pure u have to move or delete the file.

I solved this with having the RAR file in the levels folder, so when i have to dlete it , i extract it back in when i am done Pure.

Windows Server may run MD5 tool, which might jump on u and kicks u from the server.

A nooby server admin might report this to punksbusted.com, who host the streaming banlist, but i havent seen a ban for this kind of patch yet.

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PostPosted: Wed Jun 20, 2007 1:57 am 
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Joined: Wed May 23, 2007 6:52 am
Posts: 6
Do a mini mod maybe? The Realplayer Mod only includes patchfiles for the original maps just AI code and such I tried it with my Mod but no luck.

I had to take the original maps mod the menu init to the proper map mod name. otherwise they are pure. I also included loads of blank object templates for future SSM ease.

If you do do a mod get the mod dev toolkit download and use the mod installer creator!!!!

We all know how clients can be with need to manually install anything :?


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