MinMax Spaz

MinMax-Games.com

The water cooler of outer space
  
It is currently Thu 14 Dec, 2017 5:27 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 40 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Oct, 2012 8:55 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Hello everyone,

A new UBER mod package is now available to you guys. I will link it at the end of this post. We will announce this on Tuesday, but hopefully you dedicated few can take a look before then and help answer the inevitable questions that will arise.

First off major apologies for how long this took. We have been focusing heavily on SPAZ 2 and the Humble Bundle (which was a secret of course) so the modding got de-prioritized. With just the two of us, it is impossible to effectively keep all the tasks cooking at once. Side note: SPAZ 2 dev is going swimmingly.

With this Modding package, we hope that it will keep people entertained for the rest of SPAZ 2 development. There is now a ton of potential here for people to customize SPAZ.

Now for the good stuff!

All datablocks have been released. This means that everything we used to generate the game, you can edit.

• Ambient object definition (stars moons debris etc)
• Comic data (those cut scenes at each chapter)
• All dialogue data (hopefully Localization will spawn from this organically)
• All instance definitions (what spawns randomly in each area)
• The COMPLETE quest set. Story missions and all. You can also add quests and the system will automatically integrate them.
• More ship data, including wreckage definition
• Star and galaxy creation scripts
• All weapon data (including weaponDatablocks.cs NEW)
• All of the uncategorized data in the game, like pickups and tutorials, effects. You can change it all. Located in gamescripts/datablocks/ You will need to explore here.
• Also in the game/gamescripts directory there are some new scripts released to allow you to change up galaxy creation and set rez and experience amounts.

We hope you all have a lot of fun with this, and please keep posting those mods. Both of us here at MinMax can’t wait to see the new missions you come up with in particular!

Link:
http://spacepiratesandzombies.com/ZX_11F42_NCC1701/SPAZ_Mod_Package_2.0.zip


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Oct, 2012 9:06 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Blorfy wrote:
• The COMPLETE quest set. Story missions and all. You can also add quests and the system will automatically integrate them.


You mean that an Extended story beyond Chapter 4 is possible. :o

Awesome.
Does anyone have a bucket full of time for me?
So many options. So many Ideas. So little time.

Blorfy wrote:
First off major apologies for how long this took.

Better late then never. ;)

[edit]
$XP_UpgradePointsPerLevel = 3;
Oh. Yeah. That one wasn't hard to find. :twisted:

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Oct, 2012 9:12 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Story extension would not be possible, but story bypass is very possible. Chapter 4 is special and does some magic code side. I would just avoid it completely. Once you have some time to digest the huge whack if new scripts, I should be able to answer questions.


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Oct, 2012 9:17 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Blorfy wrote:
Story extension would not be possible, but story bypass is very possible. Chapter 4 is special and does some magic code side. I would just avoid it completely. Once you have some time to digest the huge whack if new scripts, I should be able to answer questions.


Good enough. That also includes story bypassing the original Ch4 with an "alternate" one and extend from there. Thus avoiding that magic code.
But that's for later pondering.

Right now I'm reading tons of Torquescript and it's late in the evening. :P

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 13 Oct, 2012 9:37 pm 
Offline
Hound
User avatar

Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
DestinyAtlantis wrote:
Yeah, chapter 4 is special, it literally removes all outer systems, makes every inner system infested with zombies and zombie stations, it makes UTA and CIV your allies+it allows for you to dock with allies, it adds the system to system jamming signals, it makes waves that attack you after set amount of system jump, it gives what not
I hope with these files we can modify the research progression tech research points requirement(instead of 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 for levels 1 to 10, maybe 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10 or, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0, 6, 0, 7, 0, 8, 0, 9, 0, 10, 0, for allowing 2 equipment unlocks per level, or if 0 RP requirement is impossible, then 1, 1, 2, 1, 3, 1, 4, 1, 5, 1, 6, 1, 7, 1, 8, 1, 9, 1, maybe even some tech specific research requirements, so to unlock a weapon you will need more points than to level the tech up(1, 2, 3, 6, 3, 9, 5, 6, 2, 7, etc.).

I have no idea what you're talking about, but as long as you do, everything will be all right.
I've heard the devs talking about Chapter 4... it being the second-hardest chapter to code after the tutorial and such, and the easiest to break.

Boy, I'm so EXCITED! :D :lol: :D

_________________
What makes me a good Specialist?
Well, if i was a bad Specialist, I wouldn't be sitting here, discussing it with you, now would I?

Professional Vanquisher of bots
+100% Banpower


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sun 14 Oct, 2012 12:28 am 
Offline
Volley
User avatar

Joined: Sat 05 May, 2012 11:24 am
Posts: 569
Blorfy wrote:
Hello everyone,

A new UBER mod package is now available to you guys. I will link it at the end of this post. We will announce this on Tuesday, but hopefully you dedicated few can take a look before then and help answer the inevitable questions that will arise.

Brilliant!! I cant wait to see the sort of mods that arise from this.

_________________
Image
I can owns most spam threads? viewtopic.php?f=5&t=3264


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sun 14 Oct, 2012 3:16 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
OK. I think I've looked into about 80+% of the new available files right now.

Amongst one of the questions I wanted to get myself answered was the ability to alter the hangar UI for 6+ hangar mods.
(and the hardness of clicking those A B C buttons)
Is this modding ability not included within the current toolset or should I look better to find the right file(s)?

Second question goes straight to the Triple Huge turret.
This is as said once before a special case in the weapon component screen (seeing it's added "outside" the regular code)
Because my Quad turret mod and Big Beef mod include Large Triple (and Quad) turrets, this piece of "special" code causes the triple turret to show up twice in the weapon component screen.
(one regular for the Large+Huge component and one special for the Huge only)

Any indication in which file I have to look to remove the special Huge Triple turret case from the weapon component screen.
If that file is available, of course.

Those are just a few questions I currently have with the new toolset.

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 17 Oct, 2012 10:14 am 
Offline
Dart

Joined: Tue 02 Oct, 2012 10:19 pm
Posts: 10
Will SPAZ 2 directly be available for Mac?


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 17 Oct, 2012 4:47 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Assuming the big ol export to Mac button continues to work in Unity, then yup! :)


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 17 Oct, 2012 8:13 pm 
Offline
Volley
User avatar

Joined: Sat 05 May, 2012 11:24 am
Posts: 569
Unity? AHHH! So that is the new engine. I don't remember you guys saying anywhere else what the new engine would be.

_________________
Image
I can owns most spam threads? viewtopic.php?f=5&t=3264


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 17 Oct, 2012 8:22 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
ViroMan wrote:
Unity? AHHH! So that is the new engine. I don't remember you guys saying anywhere else what the new engine would be.


What? :shock: I have heard them mention Unity on several occasions before.

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 17 Oct, 2012 11:30 pm 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
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?


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Thu 18 Oct, 2012 7:28 am 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Palandus wrote:
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?


You can drag and drop. ;)

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Fri 19 Oct, 2012 12:27 am 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
kk

Also why are some files listed as read-only... ie Experience.CS


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Fri 19 Oct, 2012 7:29 am 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Palandus wrote:
Also why are some files listed as read-only... ie Experience.CS


Don't know. Looks like the devs forgot the clear read only tag on those files.
(I've noticed this myself)
So it looks like they at least tried to prevent THEMSELVES to do any unwanted edits to those files. ;)

You CAN remove the read only tag yourself though with notepad++.
menubar > Edit > "Clear Read-Only flag" (at the bottom)

This will do the trick as that file you mentioned is rather useful. :P

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Fri 19 Oct, 2012 8:14 am 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
K, I've been searching around for a bit now thru most of the files and I still haven't found certain things (found some though that are really benefiting the next iteration of Insanity). What I am looking for:

-> Specialist Drop Rate (How often you can find them)
-> Specialist Bonus Percentages (ie +5% Beam Damage)
-> Star Base Reinforcements (ie You attack a starbase and reinforcement ships come to fight you off)
-> Warp Gates (ie Control how many ships can spawn at a gate)
-> Data Drop Amounts (Currently I've seen it cap to 3 Data Cubes from a destroyed ship)


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Fri 19 Oct, 2012 8:22 am 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Palandus wrote:
-> Warp Gates (ie Control how many ships can spawn at a gate)


I think you need to check instances\baseinstances\warpgateinstance.cs (or something in that line) for more info regarding warpgates.
However. I haven't seen much clearness when checking instance files myself.
Or maybe that file named Shipspawning.cs (or something. no files on this machine :x )

I managed to snag the Miner's Rezteroid and added it to the mothership hideout instance, but that was rather basic copy pasting.

Instances are weird and need thorough investigation.

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Fri 19 Oct, 2012 4:17 pm 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
The Instances files only allows you to mess around with how many "Ambient Asteroids" there are in that area.


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sat 20 Oct, 2012 6:26 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Have you checked shipSpawningTables.cs in GameScripts\Datablocks\ ?

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sun 21 Oct, 2012 3:52 am 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
There is some info on how to spawn what kind of ship, but not the number of ships, afaik. I believe the mission files have something to do with it, but Warpgates are missing, or something...

Some help from Richard or Blorfy be appreciated on where to look, as it doesn't appear obvious.


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Sun 21 Oct, 2012 12:04 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Palandus wrote:
Some help from Richard or Blorfy be appreciated on where to look, as it doesn't appear obvious.

Then I would advise you to e-mail them for the necessary file(s).
Seeing Lexx got the Crewmanager.cs and pickupDatablocks.cs files from them before the 2.0 update, I'd say your chances are rather good.

_________________
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


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 24 Oct, 2012 7:35 am 
Offline
Ranger
User avatar

Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
Blorfy, Thank You!

_________________
"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 24 Oct, 2012 8:00 am 
Offline
Ranger
User avatar

Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
For creation of new animated effects we need to use Torque :)
Here is the link for tutorial: http://docs.garagegames.com/tgb/officia ... icles.html

_________________
"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Wed 24 Oct, 2012 11:47 pm 
Offline
Scout

Joined: Sun 25 Dec, 2011 12:59 am
Posts: 34
Palandus wrote:
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?


I'm not sure, but if worse comes to worst, you can use this notepad++ plugin to easily see differences between similar files
http://sourceforge.net/projects/npp-compare/


Top
 Profile  
 
 Post subject: Re: MOD Tools 2.0 pre-release
PostPosted: Thu 25 Oct, 2012 1:57 pm 
Offline
Ranger
User avatar

Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
Blorfy, I've been looking through .cs files for modding you've released. I've been looking for .cs file that responsible for parameters of ship upon spawning (custom ships that you create in-game) that have final variables/properties from equipped items, but didn't found it. Also you said that you will look in to releasing part of code responsible for damage from ship upon destruction. Basically what I want and wanted to do a long ago is to implement that such parameters as explosionCascadeMulti, explosionScale & damage upon destruction to be affected by Reactor.

The best thing I managed for now to do is to make default designs' parameters explosionCascadeMulti & explosionScale to be affected by Reactor. Any custom made ship in game have these parameters random... I am really thankful for any help you can give me!

_________________
"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 40 posts ]  Go to page 1, 2  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group