Wrapper: Sits between the Java runtime and Minecraft server -- usually provides extra functionality externally (i.e. providing remote management, querying, statistics, and uptime assurance) and work by simply inputting commands to the Minecraft server console and listening to what they return (stdio). They usually do not need updating when Minecraft is updated as they are not dependant Minecraft in any way, but are more limited in what functionality they can provide in game. Multiplay Admin and McAdmin are wrappers.
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Mod: Decompiled Minecraft server binary and injected with modified code -- usually internally (i.e. providing extra commands, game play changes, and a plug-in framework). As they have to modify the game code they will almost certainly need updating when Minecraft is updated to be compatible with the core updates, but can offer a much wider range of in game functionality than a wrapper. hMod, CraftBukkit, and Llamacraft are mods.
Plug-in: Dynamically loadable code that sits on top of a plug-in framework to create an unmatched level of extra features with ease. They often don't need updating when Minecraft is updated as they depend on the framework from the mod, and any required update is often trivial work. iConomy, Stargates, WorldEdit, and WorldGuard are plug-ins.
To add and expand to this: In counter strike 1.6 you'd have mods like TFW3 or jail break or zombie mod. AND THEN you can add plugins to these mods, like the long-jump plugin to the zombie, the 2nd items shop to the War3 mod, or the jet-pack etc.
Plug-ins, as suggested by their name, are things which are plugged in to other bits of software, using an API that the developers of software provide. A (non-gaming) example of this would be the apps available to install in the Chrome browser. The developers of Chrome provide an API for the development of the apps, and anyone can freely create one. Plugins are typically quite small and only modify a limited amount of things.
Mods then typically refer to modifications made for a piece of software without the original developer's permission, and often signify quite an invasive method of changing the gameplay. For example: changing or replacing .dlls or .exes to modifiy or replace source code; or editing 3D models and/or textures. Mods are typically quite big and aim to do a lot of things.
The big problem that muddies the water with these two terms is the fact that now, more and more developers are supporting modification of their game, and typically label it as "This game now supports modding!", when in fact, since they are providing an API, it should probably really be "This game now supports plug-ins!". However, if you said that to the average consumer, they would probably look at you slightly confused. Everyone is much more content with modding, as it has that cooler conotation of hackers, green terminal text and your super-nerd friend who speaks Assembly and can reverse-engineer C++ in 10 minutes.
So to use Minecraft as an example, I would say it only has mods, such as Forge and Bukkit, which are not officially supported by the developers, but then those mods themselves have plugins, as the mods actually provide the APIs that the plugins use, not Minecraft itself.
A "plugin is simply a modular change that the developers planned to accommodate without needing to change the existing files. That is, it calls the changes in the plug-in when appropriate and can be removed without changing the system files themselves.
A "patch" is a direct change to (at least one of, though possibly multiple of) the basic system files. This is what plugins allow you to avoid. To undo these, you need the original data files or run the patching backwards; the latter is normally quite difficult.
Counter-Strike Nexon: Zombies is a weird thing. A zombified free-to-play version of dear old CS 1.6 made by not-Valve always would be but gosh, this video game! I've inadvertently played a good five hours since Nexon launched it into open beta on Tuesday. I'm baffled but fascinated. It feels like a cover-disc collection of mods passed through a portal from a world where Valve released source code for Counter-Strike, not Half-Life, so CS became the base for loads of odd mods.
It's a big collection of PvE and PvP modes for CS with everything from zombie wave survival to one like Enemy Territory's vehicle escort, only the vehicle is transporting a giant mutant you can free. It's such a weird load of things to see in CS that you might want to download it out of curiosity.
CS is at the bottom of all this--its movement, weapons, and buying run through them all (that I've seen, at least)--but the modes feel quite different to each other. All they really have in common is those monster models. Some have custom maps, while others are on old favourites like de_dust. I'll tell you about a few modes I've played.
Zombie Shelter has players constructing, upgrading, and defending a base across quiet days and dangerous nights as the zombies mutate, grow stronger, and attack in large hordes. To reel off unexpected features: it has scavenging, levelling, skill trees, and crafting; it has a noise system triggering zombie hordes; zombies have bases with defences you can knock down; stay away from your own base too long and you'll take damage from what I think is low sanity (building a campfire restores sanity too); some maps have two rival human teams. And this isn't a quick thing, I lost one round after an hour-and-a-half. It's so odd to see in CS, but enjoyable with an organised team to survive the night and see your base grow.
Zombie Escape mode sees humans chased by a horde of zombies, racing towards an exit. Attacking the zombies only slows them a little, though, so really it's about mastering CS's movement and optimising your pathing. It's almost a tutorial for moving, only competitive and with zombies.
What I didn't mention about that Enemy Territory-ish mode is that the great mutant strapped to the back of an armoured vehicle is the leader of the terrorists. In this mode it's the CTs who run around planting bombs, trying to blow up roadblocks the Ts have errected. See, if Ts get next to the vehicle, they can deactivate the mutant's restraints and free him to win. He roars triumphantly when freed, because he's a ridiculous monster out an xtreme gnarly radical '90s cartoon. Rounds turn into a huge mess of people throwing themselves at the objective, but it's sorta fun.
Zombie Scenario also has co-op story campaigns. Another mode is similar to that FIFA thing, but first-person and you only control one man. The game has jump maps. It has PvP humans vs. class-based zombies on CS maps. It has CS team deathmatch.
As far as I can tell, it's a repackaging of the Counter-Strike: Online that's been out in Korea for yonks. Technically, it's a shambles. It uses a horrible menu system with a fixed resolution that may well muss up your Windows windows. There's so much confusing junk in these menus. CS Zombies uses its own anti-cheat system, not Steam's, and you may well see a Windows User Account Control popup asking permission for that every time you launch the game. Sometimes, for one reason or another, the game will launch, load, then ask you to relaunch it--prompting that UAC popup again. The microtransaction looks like a huge load of guff, though I certainly had a fair bit of fun without feeling pressured to pay. Selling ability boosts for certain PvP modes is gross, but there you go. You do slowly earn its microtransaction cash by playing, at least.
Look, it's a big old mess in many ways. These modes do feel like mods wedged into a game not made to support them. They are explained poorly. They can be buggy and some are simply bad. However, this whole package is such a weird thing I've hugely enjoyed poking at it. If you like CS, ignore the terrible menus, the daft anti-cheat, the microtransactions, and all that stuff about missions and rewards. Hop into the server browser and play a few maps and modes at random. It feels like blindly installing and playing mods from another world. What even is this?
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