Remake of Arena Mod (aka Arena Mod Recontinuation)
This is the remake of Arena Mod, after development was stopped by the original developers.
However, to make the mod more customizable and organized, I remade this mod with the help from the community.
This remake is only in the early stages, so do prepare for tons of hidden bugs, which I may or may not detect and fix in the future.
But at least it should run as expected I guess
- CEO: Nex
- Coding: Nex
- Textures: Nex, and others
- Ships: Nex, Edward, Supernova, and others
- Maps: Nex, Carme, Caramel, Nerd69420, and others
- Contributors: Lexydrow, Boris, Thuliux, Bylolopro, Caramel, Duschi, Edward, Megalodon, Supernova, ThirdToeMan, Madness, Slayer, and others
- CEO: Tost
- Coding: Bhpsngum
- Textures: Caramel
- Ships: Caramel
- Maps: Supernova, Caramel, Bylolopro, Nerd69420, Megalodon, Gooby, and others
- Contributors: Tost, Caramel, Lexydrow, Akira, Gooby, and others
Folders:
files
: Contains basically disassembled parts of the modresources
: Contains mod textures and resourcesREADME.md
: This filemergeFiles.js
: This file is used to assemble the codes to create a complete mod file, only run in NodeJSreleases
: Contains compiled versions of the mod:- {Name}_{Version}_Main.js: The code that you can host as a normal Arena game, supports commands.
- {Name}_{Version}_MS.js: Prepared code for future Modding Space release. Don't use this one unless you actually want to.
- {Name}_{Version}_Battlefield.js: Code for Re:Arena Battlefield events.
- {Name}_{Version}_ShipTesting.js: Purely a Ability Ships Tester code, use this to test your newly added ships.
If you have any questions or feedbacks, please open an issue and I might include answers in this section.
Welp, actually at first, the remade was conducted only on a single file as usual, but when it reached 5k+ lines, i had some problems with it:
- Navigating between parts of codes takes a long while and it's inconvenient
- This remake is intended for everyone to be able to edit the ship abilities and some other configurations. Editing on 5k+ lines is actually a true pain
- Creating different versions with it and updating them at the same time takes too many braincells (even more than the only braincell i have)
- I hate putting everything on just a single file (based developer moment)
To deal with it, at first I decided to load files like how libraries and packages works on NodeJS. BUT, since I was also publishing mods to MS before, there was a time I did tried loading Rumble maps like that, and Gilles said:
"Please include everything in a single file"
So, the library-loading way surely doesn't work
But then, I had a look over Starblast Prototypes (SP) by UranusOrbiter (It's actually insane, you guys should check it as well). What he did to deal with the files was to create a "taper" to assemble code parts into a single file.
Yep, that works.
But uh, I can't just yoink the "taper" code from him because SP is not AMR and vice versa. So I created a custom "taper" by myself.
And based on that, I made mod templates, which are basically "Ability System" but can be used to create mods on your preferences. You can take a look here.