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 Weekend Mod Fest 1 | Modding period ended, go vote! 
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Post Weekend Mod Fest 1 | Modding period ended, go vote!
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Test your short-mod prowess!

VOTE HERE

What's this?! Two mod contests?
Indeed. numgun suggested we mix it up a little and host a weekend mod contest as well as the typical two-week contest. So, here it is. As you would have guessed, numgun is not able to enter this contest (and neither am I, he already told me the theme).


The theme of this contest is: Pacifism
It can be anything. Actor, gun, craft, etc.
Point is that it does not harm anyone in anyway or prevents from harm to happen before or at the moment. Or simply does something good/nice for something.

Remember, just submit your finished mod to me, sans presentation. I will pack them up into a .rar and release on voting day.

If you are new to these modding contests, see the rules below. Otherwise, the important stuff will be up here.

One important bit.
If you plan on entering, in your pm, please indicate which contest you will be entering, MC3 (the other contest), WMF1 (this contest), or both (bundling two mods into one pm). I will pm you back if you do not specify, but if you don't get back to me before the submission deadline, I cannot enter your mod.
A PM with a subject with the title of the respective topic will be sufficient indication.

Timetable is as follows:

Modding begins
June 26th

Modding ends and voting begins
June 28th
11:59 GMT
(modding submissions due at least, voting might be a bit later)

Voting ends
July 3rd
11:59 GMT


Good luck, and don't get squeezed!





Main Rules
Breaking these equates to an automatic disqualification.
1. No base.rte edits. You must submit a single .rte with no outside dependencies (aside from the basegame .rte's). This means you may reference Base.rte or whichever other basegame .rte, but you cannot reference, say, AAL.rte.
Base.rte edits are mods that you must overwrite files in base.rte or any other basegame .rte to work. Meaning, all mods must be independent .rte's that will function without the user modifying anything in their cortex command folder, aside from activities if you make an activities file. Activities are optional.
This does not exclude code that has been copied from basegame .rte's and changed to suit your needs. As long as your mod functions independently in its own .rte, you may copy code from any basegame .rte.

2. Absolutely no edits of others' work. Note that I am trusting you here. If it turns out you did copy, your prize will be officially revoked. But, more importantly, your reputation would be ruined. A mod contest is not worth your reputation.

3. Exeption to rule 2. You may use other's sprites and sounds if I get a PM from the original owner giving express permission to you. Before submission day.

4. Exception to rules 2 and 3. The above do not apply to sprites or sounds gotten from outside this site. As long as you're not breaking copyright law it's ok. Game sounds and sprites are ok as well, since they would be fan mods.

5. No submissions of previous mods will be accepted. Previous mods are defined as mods that have been announced or exhibited in Mod Making as well as formally released in Mod Releases and mods made for other contests (even concurrent ones).
Mods submitted for the contest should be made after the start date. To keep things as fair as possible, time for all contestants should be the same.

Submission Rules
To enter this contest, send me a pm with your mod. The start date is listed above, when I will post the theme and begin accepting mod submissions.

Any time up to the submission date (below) you may send me a PM with your mod.. Only one submission will be accepted, so make sure it's ready for release before you send it. Your first submission is final.
When the submission cutoff date is reached, I will open a new topic and upload all the mods for voter review.

Compatibility
As much as possible, try to make your mod compatible with both Mac and Windows. Some help with compatibility is smallified below.
For Mac compatibility, the main factor is using / above \. If you accidentally use a \, your mod will not work on macs. Also of concern is the difference in file structure between Windows and Mac, if you plan to reference sounds, code, or sprites directly from the basegame .rtes.
For Windows compatibility, the main concern is file references. The Mac and Windows basegame .rtes have had their contents reorganized and guns renamed, so there may not be a Base.rte/Effects/BlueTiny.bmp on the Mac. It might've been changed to Base.rte/Effects/Glows/BlueTiny.bmp. The easiest way to avoid this is to copy all resources you want to use from basegame .rtes into your mod and reference them from your .rte.


Voter Rules
If you would vote, download all the mods and try them out. Constructive criticism is not only possible, it is entirely encouraged. Voting will end at the voting cutoff date, then I will hand out the prizes.

Prizes
Upon completion of the voting, winners in each place will receive a commemorative image as well as all the bragging rights that go with each place. Additionally, all contestants' mods will be uploaded to the hall of fame topic.
The 1st place winner will also be able to choose the theme of the next contest.

Notes
-You cannot enter two consecutive mod contests if you placed in 1st, to keep things fair and prevent winning dynasties.
-The host of a contest cannot enter the contest if he knows the theme ahead of time. Thus, I can't enter, as I know the theme.


Last edited by Duh102 on Mon Jun 29, 2009 1:11 am, edited 6 times in total.



Wed Jun 24, 2009 10:44 pm
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Post Re: Weekend Mod Fest 1 | Begins June 26th
looks like it could be fun. i might be entering, i'll see how much time i can scrounge up.


Thu Jun 25, 2009 7:12 am
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Post Re: Weekend Mod Fest 1 | Begins June 26th
I think you guys are overdoing it on the contests. Stretch them out over time, or else the novelty is going to wear off.


Thu Jun 25, 2009 2:14 pm
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Post Re: Weekend Mod Fest 1 | Begins June 26th
I think I may just enter this one, depending on the theme and criteria.


Thu Jun 25, 2009 5:33 pm
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Post Re: Weekend Mod Fest 1 | Begins June 26th
ProjektTHOR wrote:
I think you guys are overdoing it on the contests. Stretch them out over time, or else the novelty is going to wear off.


you say this on the 3rd contest ever. besides, contests are fun, if they have a good theme. the novelty might wear off for you, but there are 5362 registered users. sure most of them probably forgot we exist, but I know there's more than 20 people that go on these forums. you might loose interest in the contests, but until only 1 person is interested in entering, the novelty hasn't worn off.

And on that note I may enter, depending on if it's within my abilities.


Thu Jun 25, 2009 6:40 pm
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Post Re: Weekend Mod Fest 1 | Begins June 26th
You think all of those registered users will mod? How about you go through the user list (since you seem to want to do that) and get me a count of all users with post counts over 25 that have posted in the last six months. Then your number will make a bit more sense. I'd put money down that it would be < 200. Further still, give me a count of how many users contribute frequently (ie, have an adjusted posts/day of over two) that meet those criteria. I bet the number drops below 30. So you can take your number and stick it somewhere :]

All this is doing in the long term is discouraging newer people from modding. Sure, you're going to see lots of new, creative modders come up (as well as good contribs from consistently good contributors), but I guarantee that for every come-from-nowhere winner , there will be at least one other person who is discouraged because they consistently place low. But that's outside the scope of this argument.

I think the biggest tragedy would be this: flooding the scene with contests every two weeks (and even worse, more than one simultaneously) takes away from the glory of it. Who cares if you are the winner of the 57th bi-weekly mod contest. It takes away from the value and spirit of competition in my opinion.

You watch, people will get bored of this relatively quick if the contests are kept up at this pace.

And I'm sure is going to throw out this argument: Yeah, Eric, but we get so many good mods from these contests!!!!. To me, hardly any of those mods have been worth further play time. There have been maybe one or two solid contributions in each contest, but even then they are hardly innovative.

I'd rather the system encouraged free-thinking creative content design--as opposed to creating some ridiculous "contest" that forces people to think inside a little box. To me, the contest does nothing to enhance the quality of content available here--merely the quantity.

Look at some of the top posting threads right now, threads receiving the most attention. It isn't shields or grenades (in-the-box content), its Radar screens, aircraft, and whole entire missions. To me, those are mods with qualifiable and quantifiable amounts of creativity.

Not some contest encouraging more of the same.

Just my two cents (which I am more than allowed to put in).

Edit: to be clear, I am not against the contests as a whole--just the frequency with which they are executed, and the uncreative box it puts modders in.


Thu Jun 25, 2009 7:34 pm
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Post Re: Weekend Mod Fest 1 | Begins June 26th
ProjektTHOR wrote:
Edit: to be clear, I am not against the contests as a whole--just the frequency with which they are executed, and the uncreative box it puts modders in.

i agree.
make the themes more open please.
and maybe have them bi-monthly, rather than as constantly as theyre coming in now?
or maybe do that once people start to lose their vigour.


Thu Jun 25, 2009 9:12 pm
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Post Re: Weekend Mod Fest 1 | Begins June 26th
Geti wrote:
constantly as theyre coming in now?

I agree, this current double contest is a departure from the norm, and a little much. I started it at the request of numgun, where otherwise I would not.
It'll be interesting to see what the response is though.

As for bi-monthly contests, I'll think about what time frame would be good. I doubt a vote is necessary, but if you want, pm me suggested timeframes and frequencies and I'll consider your suggestions.

Right now, we have about a (work) week between the end of a contest and the beginnning of a new one. Likely, I'd extend that to two weeks on (one for modding, one for voting) and two weeks off. That would be convenient as well, having one contest a month.


Last edited by Duh102 on Fri Jun 26, 2009 11:05 am, edited 1 time in total.



Fri Jun 26, 2009 1:07 am
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Post Re: Weekend Mod Fest 1 | Begins June 26th
Duh102 wrote:
I started it at the request of numgun, where otherwise I would not.

You know, Thor's going to get really angry and who knows what'll happen.


Fri Jun 26, 2009 1:54 am
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Post Re: Weekend Mod Fest 1 | Begun, modding ends June 28th
Theme's up, get to it.


Fri Jun 26, 2009 11:10 am
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Post Re: Weekend Mod Fest 1 | Begins June 26th
ProjektTHOR wrote:
You think all of those registered users will mod? How about you go through the user list (since you seem to want to do that) and get me a count of all users with post counts over 25 that have posted in the last six months. Then your number will make a bit more sense. I'd put money down that it would be < 200. Further still, give me a count of how many users contribute frequently (ie, have an adjusted posts/day of over two) that meet those criteria. I bet the number drops below 30. So you can take your number and stick it somewhere :]

All this is doing in the long term is discouraging newer people from modding. Sure, you're going to see lots of new, creative modders come up (as well as good contribs from consistently good contributors), but I guarantee that for every come-from-nowhere winner , there will be at least one other person who is discouraged because they consistently place low. But that's outside the scope of this argument.

I think the biggest tragedy would be this: flooding the scene with contests every two weeks (and even worse, more than one simultaneously) takes away from the glory of it. Who cares if you are the winner of the 57th bi-weekly mod contest. It takes away from the value and spirit of competition in my opinion.

You watch, people will get bored of this relatively quick if the contests are kept up at this pace.

And I'm sure is going to throw out this argument: Yeah, Eric, but we get so many good mods from these contests!!!!. To me, hardly any of those mods have been worth further play time. There have been maybe one or two solid contributions in each contest, but even then they are hardly innovative.

I'd rather the system encouraged free-thinking creative content design--as opposed to creating some ridiculous "contest" that forces people to think inside a little box. To me, the contest does nothing to enhance the quality of content available here--merely the quantity.

Look at some of the top posting threads right now, threads receiving the most attention. It isn't shields or grenades (in-the-box content), its Radar screens, aircraft, and whole entire missions. To me, those are mods with qualifiable and quantifiable amounts of creativity.

Not some contest encouraging more of the same.

Just my two cents (which I am more than allowed to put in).

Edit: to be clear, I am not against the contests as a whole--just the frequency with which they are executed, and the uncreative box it puts modders in.


♥♥♥♥, too big to sig.


Fri Jun 26, 2009 11:16 am
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Post Re: Weekend Mod Fest 1 | Begins June 26th
Roy-G-Biv wrote:
Duh102 wrote:
I started it at the request of numgun, where otherwise I would not.

You know, Thor's going to get really angry and who knows what'll happen.

Oh, heavens to Betsy!

I do feel like having two mod contests at the same time is a bit overkill, though. I don't mind having them ever so often, but there's not much need for two at once.


Sat Jun 27, 2009 2:17 am
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Post Re: Weekend Mod Fest 1 | Begun, modding ends June 28th
Is hacking pacifist?


Sat Jun 27, 2009 2:22 am
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Post Re: Weekend Mod Fest 1 | Begun, modding ends June 28th
mail2345 wrote:
Is hacking pacifist?

depends on its uses.


Sat Jun 27, 2009 2:27 am
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Post Re: Weekend Mod Fest 1 | Begun, modding ends June 28th
Something like Darlos's nanokey, but on a bigger scale.


Sat Jun 27, 2009 2:50 am
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