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-   -   HOW DO I SUBMIT A CROSSHAIR TO ALLIEDASSAULT.COM!!!! (alliedassault.us/showthread.php?t=6796)

Acide_Killer 08-13-2002 06:21 AM

HOW DO I SUBMIT A CROSSHAIR TO ALLIEDASSAULT.COM!!!!
 
You may think im really stupid, but ive only just made my first crosshair (and a good one at that) but i dont know how to submit it to alliedassault.com so that people can download it :oops: PLEASE TELL ME HOW!
I WOULD BE VERY GRATEFUL THANKS!
:D

08-13-2002 06:29 AM

goto the front page, there is a link by Dodd

rudedog 08-13-2002 06:32 AM

That was to a sticky I made for him and now it's one of those no post threades.


Here is the info and soon to be released new sticky:

how to submit maps/mods/skins in the maps/mods/skins


[code:e19a7]To Submit a mod/skin

Make sure you read and understand the following mod rule by Earl Coriolis Hammon Jr., Programmer of 2015:

Do *NOT* directly modify the pk3 files. There is no need to do this, and it makes it nearly impossible to merge the work of different groups. Modifying MoH follows the same rules as modifying Quake 3. There is nothing magical about the name "pak#.pk3", except that it is reserved for official content. Just like Q3, we look inside ALL pk3 files in alphabetical order. Also like Q3, pk3 files are merely compressed zip files that have been renamed.
So, if you want to modify an existing resource, you should make your own zip file with your modified files and mirroring the directory structure of the files you are replacing. Do not include any unmodified content. Make sure that your filename comes alphabetically after pak#.pk3. The pak#.pk3 filenames are reserved for official content; user content should be named something like "usermod.pk3".

If these simple rules are not followed, modifications will quickly become a confusing nightmare of incompatibility and malfunctions.




All mods/skins submitted to me should be in a zip file, containing User-ModorSkinname.pk3, which contains your custom files mirroring the directory structure of the files you are replacing. Please test your creation before submitting. Basically what we want to do is have all mods to work "out of the zip", and that all mods and skins should be easily enabled or disabled and should work with other author's creation.

If you can't follow this rule, your submitted mods / skins will not be posted.

Please make sure to test your maps/mods/skins before submitting them. If you don't have no one test, say, your new map, just post in the forum for people to test it. I'm sure they'll help you out. There's nothing worse than having hundreds (thousands for maps) of people download a file and it doesn't work. That doesn't speak too well of the author. People with broadband should have no problem, but those who have dial-up really, really get pissed off at this. It's understandable. Who wants to download a 3 meg file in 30 minutes only to find out it doesn't work?
So, please, make sure to test your files before you send them to us. It's much better this way

Other than that, Author: e-mail me(mods@alliedassault.com) and attach your zip file(s) and I'll check them out

Please include your nickname (or real name, whichever you prefer), your e-email address, the name of your file, description of your file and a screenshot(s) if applicable. Add that info to a read-me, of course[/code:e19a7]

08-13-2002 06:50 AM

ah ic. Thats allot of reading mate

rudedog 08-13-2002 06:51 AM

Hey, this is what the Dodd master wants.

A little reading goes a long way. Wait to you see my new and improved FAQs. It's going to be a couple of pages long but worth it in the long run

:D

Keyser Soze 08-13-2002 10:43 AM

you just do it

kinda like nike


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