Maybe AlterIWNet gives built-in support for mods then.
With the reinstallation of the AlterIW forums I decided to check them out to gauge how the AlterIW community feels about mods. While there's a lot of people that absolutely hate them it seems like a majority of people like them and enjoy the change of pace from their normal tdm.
But anyways, while I was reading their forums I noticed this:
Sounds like we might be saying goodbye to modding on AlterIW?NTAuthority wrote:Open LoaderX****i and change 'Modern Warfare 2' to 'alterIWnet'. Though in the coming week ModLoader will be disabled as part of 'round 2'.
P.S.
Sorry if this was posted in the wrong section - I figured mods, seems right. Moderators feel free to move, or delete this topic, ban me for doing something stupid. You know whatever you need to do.
Maybe AlterIWNet gives built-in support for mods then.
Its becuz the pretige lobbies :P may as well call it hacking
https://www.mpgh.net/forum/308-call-d...iwnet-tmp.html
NTAuthority said he'd re-enable it 'maybe'.
On the other hand, if disabling anything from being injected is the only way to stop cheats, I can understand if they would keep it like this. Tho it'd be a shame for all serious MODS. But yeah, I bet the vast majority of dlls being injected are cheats and host advantage/XP lobbies, rather than decent gameplay MODS.
Let's just hope they figure out a way to allow MODS.
How did CoD4 allow script modifications? I'll tell you, they didn't do it by injecting some shitty third-party loader that only works on Windows NT 6.x, no, they did it using the power of Quake3's filesystem code, by using a mods/* folder, fs_game and an IWD file containing scripts in a similar way to what your ModLoader mod folders now contain. And that was one of the new features in 37a, though a bit buggy -- I'll try to get the bugs fixed today
As Max Damage said, 1.3.37a will provide support for mods, so modloader won't be needed anymore.
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