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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Mon 05 Nov, 2012 1:59 pm 
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Gyro

Joined: Fri 13 May, 2011 10:41 pm
Posts: 135
Palandus wrote:
Nice nice. Finally the Mod Tools have come at last! Insanity modding can now continue... Yah! Thanks Blorfy and Richard!... Now if only I wasn't swamped with Homework and Midterms...

Question:
If we had created a mod with the old toolkit can we drag and drop the files from that mod into the extended toolkit... or shall I have to re-edit all the files?


This is good Palandus, I loved your insanity mod, make the game a whole lot more intersting, I can't wait to see what you do now that the game is bascally cracked wide open. I always did think the story was a lil short in spaz, I'd also like to see blueprints be made into drops with only a few low level ones sold at stations. Bacally if the ship uses that piece of equipment you have a chance to get parts of it dropped to reverse engineer it, kinda like the ship unlocks. For space stations you could implmenet a tradign system with commodities, and then change the mining bases so they aren't such a good source of infinite rez.

Also I'd still love a game that played like Armada for the dreamcast did, that game was stupidly fun for bascally just being about blowing up every alien sob you came across. Had like 6 or 8 diff races that each played a bit diffrently from each other. Gear to collect, planets to explore and all that stuffs. There is Armada Online, bu tit doesn't play much like the orignal DC game did at all, which was a major dissapointment for me.


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Tue 20 Nov, 2012 4:22 pm 
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Ranger
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Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
This package definitely missing:
  1. Some files from ~\game\managed\ folder: planets.cs, orbitals.cs, effects.cs
  2. Not compiled .eff files from ~\game\data\particles\ to create new effects.
  3. Not compiled factions.cs from ~\game\gameScripts\ to add new factions.

Who knows, how to contact Richard and Blorfy other then by PM & e-mail?
I can't get to them both through e-mail and through PMs...

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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Tue 20 Nov, 2012 6:35 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
1: Here are those cs files. Attached

2. We wish this existed as well. The TGB tool makes the .eff files and we are also unable to twiddle them by hand

3. Adding factions is not possible as they are defined in code.

We are sorry that we have been so busy, but work on SPAZ 2 is not the top priority so communication will be much slower than before for the time being as we prototype SPAZ 2 systems. Progress is quick so far at least due to our focus.


Attachments:
extra_managed.zip [2.86 KiB]
Downloaded 204 times
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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Tue 20 Nov, 2012 7:43 pm 
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Ranger
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Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
Blorfy wrote:
We are sorry that we have been so busy, but work on SPAZ 2 is not the top priority so communication will be much slower than before for the time being as we prototype SPAZ 2 systems. Progress is quick so far at least due to our focus.
Thank you Blorfy!

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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sun 02 Dec, 2012 7:23 pm 
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Dart
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Joined: Wed 07 Nov, 2012 9:05 pm
Posts: 22
Location: Finland
I think there is a problem with the hullDamageModifier (hullDatablocks.cs). It doesn't seem to work like the others (armor, shield or cloak). No matter what values i put in i can't increase or decrease the damage done by different damage types. The default values seem to work though.

One other thing. You can't add new damage types yet right? Or you can but the game doesn't read the values from the damage modifiers so it is always universal right? (you may have already explained this in the "Damage Types" topic but im not totally sure)


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sun 02 Dec, 2012 8:42 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
We have known about the hull damage modifier not actually doing anything when you have changed it, ever since WarStalkeR initially tried to make the hull have 10x hp but take 10x damage in the FFU mod. You will have to ask WarStalkeR what he did to make it work.

About the new damage types, i am not sure about special effects(ion/grav/corrosion/explosion), but you can modify the damage values(Palandus has already done that, and other moders too, i think).


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 22 May, 2013 2:15 pm 
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Shortbus

Joined: Wed 22 May, 2013 2:12 pm
Posts: 2
With the mod tool 2.0 can i add audio dialog to the game. I like the game but can't read very well and get lost in the games dialog. so can i mod in audio dialog to read the in-game text when it apeares ?


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 22 May, 2013 8:26 pm 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
armasmike wrote:
With the mod tool 2.0 can i add audio dialog to the game. I like the game but can't read very well and get lost in the games dialog. so can i mod in audio dialog to read the in-game text when it apeares ?

I wonder if you could find a way to hook in windows speech to read it for you.

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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Thu 23 May, 2013 12:01 am 
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Shortbus

Joined: Wed 22 May, 2013 2:12 pm
Posts: 2
ViroMan wrote:
armasmike wrote:
With the mod tool 2.0 can i add audio dialog to the game. I like the game but can't read very well and get lost in the games dialog. so can i mod in audio dialog to read the in-game text when it apeares ?

I wonder if you could find a way to hook in windows speech to read it for you.



That would be great does anyone have any idea's to get this to work. Or use the mod tool to trigger a wav file to play ?


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Tue 25 Jun, 2013 9:29 pm 
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Dart
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Joined: Tue 25 Jun, 2013 4:37 am
Posts: 22
Never modded, dont know how to script... lets see how far i can get with this!

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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Jul, 2013 6:10 am 
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Shortbus

Joined: Sat 13 Jul, 2013 6:08 am
Posts: 1
Getting a 404 on the mod tools\package.

Could any of you reup it? I would really like to start modding - just got the game today in the steam sale.


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Jul, 2013 5:32 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Quest_techie wrote:
Getting a 404 on the mod tools\package.

Could any of you reup it? I would really like to start modding - just got the game today in the steam sale.


Good thing I save every thing I download. :lol:
I'll upload the package to a filehost.
Expect a link soon in this post after it's up. (takes a while)

[EDIT]
Here's the 2.0 version of the modding tools.
http://www.mediafire.com/download/unh65 ... ge_2.0.zip

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Jul, 2013 7:09 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
Sorry folks. Here is the new location.

http://www.spacepiratesandzombies.com/ModDirectory/


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Tue 06 Aug, 2013 12:22 pm 
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Shortbus

Joined: Mon 05 Aug, 2013 12:48 pm
Posts: 1
Richard wrote:
Sorry folks. Here is the new location.


Your link is giving me a 404 error


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 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Tue 06 Aug, 2013 3:36 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
http://minmax-games.com/SpacePiratesAndZombies/ModDirectory/SPAZ_Mod_Package_2.0.zip


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