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Where to be introduced to start making mods?


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Posted

I'm a programmer, I haven't played IL2 for a long time but I really enjoyed the game and I have some interesting ideas. I saw what PWCG is capable of, and I wanted to start developing or modifying scripts for the game, start doing some tests and games to see what's possible before setting any goals, but I didn't find any material about it here, does anyone have any reference?

 

I would also like to know, am I allowed to reverse engineer to produce mods?

 

If the game modification possibilities are very limited, are there any plans by the developers to change that? Of releasing a special version of the engine for mods?

Having expanded ability to modify scripts in IL2 would bring phenomenal capability to the game.

Posted (edited)

1) PWCG is a third-party creation. Contact Pat Wilson directly about script modifications.

 

2) The main game is only partially moddable. You can't add new aircraft or resculpt existing vehicles, change flight models or the AI's logic, but there is still a lot of room for creativity and innovation within the parameters of what is 'open' to players. The moddable files are the .gtp archives. You'll need a  program called unGTP to access them. Or, study existing mods and build upon the work of others.

Edited by Skycat1969
Added missing word
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