Forum posts

Thanks for your Help. :D

(When I get my High-school diploma I will begin development. I'm in 12th grade so I will begin asking questions on their Discord this Summer)
Wait, do I need to Buy Quake off of Steam to have FortressOne Work? Because I ran it and it's stuck when trying to join a new server
Actually, I will ditch the Half-Life Mod altogether to make a mod of the OpenFortress, as that seems way easier to do. After all, it's what the Original Devs had to work with, and weren't they just everyday people sharing a Quake Mod?

Do you know of any Tutorials on how to mod Quake Fortress? I can't seem to find any links to tutorials.

How would I even look into the Code of the file? I may know some Coding but I still struggle with using Windows in terms of advanced things.
Dang I tried running FortressOne but my Windows 11 said this:
"Microsoft Defender SmartScreen prevented an unrecognized app from starting. Running this app might put your PC at risk."

Do you know of how I can solve that error?
Would the Playlist I mentioned Before help me with the HLSDK coding?

Why would FortressOne be easier to mod? How would I mod that?
If this is going to be tough, would a Better route to be recreating Team Fortress but in Half-Life? They both use the Goldsrc engine, theres an official SDK, and doesn't half-life have source code available? Why does this remind me of creating a roblox game?

What is Open Source Fortress? Does it run on Source, Goldsrc, or the original Quake engine? Could I make a mod of that instead?

So Far I like the Quake option better, but I could be wrong. This is giving me vibes of making a Roblox game lol.
I won't use Metamod that much then if it won't give me full access to full modding of Tfc.

So what would I use instead of Metamod to re-program Tfc? (So I could add new things like Classes)

Because I had this idea where the Player could press some key like "R" to change the existing class selection panels to change out the Classes instead of me adding new panels altogether.
Do I need access to the Source Code of Tfc (Which there is none available I think) To add something like New Classes though? Or is it where some Code is visible & you can edit?

How I was going to do it where the player would press "R" or something to change the Classes instead of adding new numbers, as that part could be locked? Idk. For "0" instead of a Random Class I was going to make it a Commander Class.

I was going to make the Keycard part where any class could pick it up & use it, I was going to add new colors as well.

Do you know of someone else who knows about Metamod I could ask this to? Could the Valve Modding Community Discord Server give me answers too?
I wanted to add new Classes to my Tfc Mod, Could I do that? Same goes with Weapons, and this idea where any class could pick up a Keycard to unlock a door.
But wait, would Valve not approve of me making a Tfc mod though? Or is it okay as long as I don't steal any of their code & make the game free to play? But am I required to "steal" code to make my mod work? Or could I just write my own Code but it does the same thing? Or should I just make my mod unique in general? I was going to add different maps to it.
Are people still even playing Team Fortress Classic? Because I might actually make a Tf2 mod instead if no one is going to even play the Mod, or are there people out there who would be interested?

ChatGPT was also telling me to look somewhere else for help after I started asking it more advanced Goldsrc questions, so I came here :glad:
Strangely, ChatGPT was telling me that the Goldsrc Engine was written on a Programming Language called "Squirrel" so I accidentally assumed that you needed to know it instead of C++. Thanks for clarifying the confusion.
Would this help me Mod Tfc? It's a Playlist of how to program in the Half Life SDK.
Thanks for the help, I ran into some more problems along the way:

1. How do I access Hammer through Source SDK? Would you recommend something like Sledge or J.A.C.K. over Hammer for Goldsrc? If so where can I download them?

2. I decompiled the Civilian model from Tfc using JHLMV and imported it into Blender with an addon called "Blender Source Tools" that gave Blender support for Goldsrc, Source, & Source 2 games to test if I could then edit him, because I was then going to insert the older versions of the Tfc mercs to then edit them with blender to then use as new classes, how would I use blender to edit them?

3. I would like to add my own models via Blender & export them to my Tfc mod. That same Blender addon also gave engine support for exporting Source & Source 2 Models, but for Goldsrc ones you have to do it manually. I created a .smd model file with the help of blender & created the .qc script file together in the same folder. I tried compiling the .smd & .qc file with JHLMV but it wouldn't make it into an .mdl file like I was hoping. Was I scripting the .qc wrong? Another problem could have been me incorrectly structuring the files & folders directory, do I have to set up my folders like this to do it?:

<mod_folder>/
- models/
| |-- mrcube/
| | |-- cube.smd
| | |-- cube_texture.vmt
| | |-- cube.qc
| | |-- cube.mdl (Compiled model)
- materials/
| |-- models/
| |-- mrcube/
| |-- cube_texture.vtf
- <other_folders_and_files>
-Or am I doing something else wrong?

4. Regarding Metamod, how exactly do I install it? Do I need to install any other programs along with it to help me mod Tfc? I am also against the idea of using or requesting other peoples plugins since I would like it to be my mod entirely. For the coding aspect, I just have to learn C++ to operate the modkits, or do I need to learn another programming language?
I wanted to make a TFC mod using modding tools. Is there already a better TFC SDK out there that I don't know about or do I have to use the Half-Life SDK to mod TFC?