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Battlefield Modding Tutorials BFMODS :: View topic - Modding Client/Server Objects.rfa
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Modding Client/Server Objects.rfa
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=23&t=5138
Page 3 of 5

Author:  SawBones [ Thu Aug 06, 2009 3:02 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa


Author:  Why Two Kay [ Thu Aug 06, 2009 6:26 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa

That's how it's supposed to be done. You are never supposed to touch the standard BFV files in your mods folder on a client. Otherwise, they can't play normal servers. Required pure mode = awesome. I hate BF1942 servers that run with pure mode off since it makes it way to easy to use simple texture hacks.

Author:  Sheppard [ Thu Aug 06, 2009 7:31 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa

Pure mod required = bad

I made several "patches" that greatly enhanced the BF experience, one for Vanilla 42 and one for DCF, with lots of new models, lexicon fixes, sounds, and textures. Noone here seemed to care much but alot of people on my xfire used them and loved them. In many opinions it made BF worth playing again.

Any number of these things including custom skins which are very popular would be blocked by pure mode and that is unacceptable. I'm surprised any modders actually like pure mode for just this reason. Customizing our own games is part of it, isn't it? The next best thing to distributing a mod we've made and having it be played by alot of people online is to make something for a mod that allows us to have it our way.

Author:  SawBones [ Thu Aug 06, 2009 7:57 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa

@Why Two Kay and Sheppard

I see both of y'alls points concerning Pure Mode. I just think that there should be an option for the server "owner" to turn it either on or off. After all, you are paying for the server and the game, for that matter. Having the option to customize things should be there. They bothered to include modding tools with the game, so why not?

I like being able to customize some things to step up the sense of realism for those of us that play on my server, which is private. We're really not interested in playing on other servers although we have in the past. Hacking would be the number one reason for that. So the fact that we wouldn't be able to do that is really no issue for us. However, the way things worked out, that option remains open to us.

In short, my opinion comes down to options = best.

Author:  Iced Earth [ Thu Aug 06, 2009 9:00 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa


Author:  Sheppard [ Thu Aug 06, 2009 9:09 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa

LoL....well mine didn't include anything much other than woodland skins for DC vehicles to be honest. Hard for PB to kick you for making it harder to see something. :D

I happen to agree completely with you SawBones. You can turn it off in Bf1942....I never had it on when I used to run a server.

Author:  freddy [ Thu Aug 06, 2009 10:10 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa


Author:  Sheppard [ Thu Aug 06, 2009 10:46 pm ]
Post subject:  Re: Modding Client/Server Objects.rfa

Yes....the same where it counts. Bullet damage, available weapons, how much ammo a weapon holds, how accurate it is... All controlled by the server anyway.

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