Mod.io

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ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Mod.io

Post by ceriux »

Moddb just put this out im not exactly sure what its for but someone here might find a use/understand it better than me.

http://www.moddb.com/news/introducing-modio
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: Mod.io

Post by frag.machine »

From what I undestood from the comments, it's a souped up HTTP client library you can embed in your game to download curated content from ModDB CDN servers. Interesting, but nothing revolutionary.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: Mod.io

Post by ceriux »

That's cool kind of like the quake injector?
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: Mod.io

Post by frag.machine »

ceriux wrote:That's cool kind of like the quake injector?
Not quite... Let's take an imaginary Quake example: suppose you created a Quake C mod that uses some new monster models and textures I created. Usually you'd pack those resources with your progs.dat into a .pak file, zip it with a readme.txt and upload the whole thing to ModDB. With Mod.IO support, once I upload my artwork to their CDN servers, your mod just "tells" to the Mod.IO client it depends on this model and that texture pack, and this client will download the latest version of my resources on demand. This can be useful if my models/textures are a WIP and I am updating it regularly, for example.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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