Darkhorizons Lore, GuiEditor and WorldEditor MOD
by Warpy · in General Discussion · 11/23/2004 (6:11 am) · 30 replies
Hey,
the other day i decided to make a small mod to darkhorizons, basically i replaced a few scripts within the game itself
to enable level editing in single player and gui editing.
if anyone is interested in this. let me know and i'll post it somewhere.
i would also like to know if this kind of thing is of any interest to anyone.
Warpy.
the other day i decided to make a small mod to darkhorizons, basically i replaced a few scripts within the game itself
to enable level editing in single player and gui editing.
if anyone is interested in this. let me know and i'll post it somewhere.
i would also like to know if this kind of thing is of any interest to anyone.
Warpy.
About the author
#22
Thats actually what I enjoyed the most out of old games. Cheating to pass it would take all the fun out of it for me and I'd lose any sense of achievement (unless I thought hacking games was cool - but that wouldn't be the game giving me that thrill).
11/23/2004 (5:53 pm)
Quote:back in the days quests were hard and you could die and had to lots of parts all over again.
Thats actually what I enjoyed the most out of old games. Cheating to pass it would take all the fun out of it for me and I'd lose any sense of achievement (unless I thought hacking games was cool - but that wouldn't be the game giving me that thrill).
#23
11/23/2004 (10:06 pm)
Warpy, my apologies then, I was not aware and you did not state DHL guys gave you permission to mod, but I did know they havent released modding tools yet. Again, my apologies.
#24
I been a modder so long i cant remember ,but if someone told me not to mod a specific game then i would say goodbuy to that game.
That what i like with the Unreal community they love people making mods.
without the modders then it would not be any cs at all.
So keep on modding Warpy .
11/23/2004 (10:24 pm)
Oh my god !I been a modder so long i cant remember ,but if someone told me not to mod a specific game then i would say goodbuy to that game.
That what i like with the Unreal community they love people making mods.
without the modders then it would not be any cs at all.
So keep on modding Warpy .
#25
Imagine saying Resident Evil is too hard because you don't have good enough weapons, so you mod it up and give yourself a machine gun with unlimited ammo. It'd take away from the game that creators envisaged.
Its your right to play and buy whatever you want. But if you dismiss a game because it cant be modded, then you may be missing out on some great experiences (how many console games can be modded?)
11/24/2004 (12:44 am)
Well not all games are designed to be modded though are they.Imagine saying Resident Evil is too hard because you don't have good enough weapons, so you mod it up and give yourself a machine gun with unlimited ammo. It'd take away from the game that creators envisaged.
Its your right to play and buy whatever you want. But if you dismiss a game because it cant be modded, then you may be missing out on some great experiences (how many console games can be modded?)
#26
Its not only about giving full ammo in a single player game !
Its about making new ways to have fun ,like game development .
But i don't know why i defend this , i have huge experience in modding maybe know more then anybody in this community.
When i made my mods i hade really good contact with most developers of the games and all i can say they all was very positive about this matter .
Im not a console guy and will never be :)
11/24/2004 (1:59 am)
Modding can be done i thousands different ways.Its not only about giving full ammo in a single player game !
Its about making new ways to have fun ,like game development .
But i don't know why i defend this , i have huge experience in modding maybe know more then anybody in this community.
When i made my mods i hade really good contact with most developers of the games and all i can say they all was very positive about this matter .
Im not a console guy and will never be :)
#27
At the moment, if you change some of the guis in the game, you will break the gameplay, unless you know what you are doing. Even we have a hard time editing some of our guis without breaking them. Some elements get broken by even using the editor, and need(ed) to be hand coded. We have not released said gui modding information and disabled (but not in C) the default editors to mitigate support issues.
Last thing I need is to be troubleshooting an issue, only to find out the issue was caused by a modded game. It wastes everyone's time. Telling a user to "reinstall" has a tendency to piss them off, even if they broke it to begin with.
Just remember your first time in the TGE editors...
"Oh what does this do?"
"Oops"
"Dammit why doesn't this WORK!!!111"
They are disabled by default, but people clever enough to do some basic script re-working can get back to them, and if they are clever enough to do that, then they probably are not your average player and might actually not screw up their install.
This is a TGE game, pretty much anything you can do with scripts in TGE you can do in Lore, it's no real secret that. And TGE games are inherently moddable.
We help our players make mods and encourage them, ask Wedge and the participants of the MAVlympics. Some things aren't ready to be modded, it's as simple as that.
Rob: Next time ask before screaming, it will keep your bloodpressure down.
11/24/2004 (3:52 am)
We've got a release schedule for modding tools, we want ones that won't confuse the player, and that server a useful purpose. At the moment, if you change some of the guis in the game, you will break the gameplay, unless you know what you are doing. Even we have a hard time editing some of our guis without breaking them. Some elements get broken by even using the editor, and need(ed) to be hand coded. We have not released said gui modding information and disabled (but not in C) the default editors to mitigate support issues.
Last thing I need is to be troubleshooting an issue, only to find out the issue was caused by a modded game. It wastes everyone's time. Telling a user to "reinstall" has a tendency to piss them off, even if they broke it to begin with.
Just remember your first time in the TGE editors...
"Oh what does this do?"
"Oops"
"Dammit why doesn't this WORK!!!111"
They are disabled by default, but people clever enough to do some basic script re-working can get back to them, and if they are clever enough to do that, then they probably are not your average player and might actually not screw up their install.
This is a TGE game, pretty much anything you can do with scripts in TGE you can do in Lore, it's no real secret that. And TGE games are inherently moddable.
We help our players make mods and encourage them, ask Wedge and the participants of the MAVlympics. Some things aren't ready to be modded, it's as simple as that.
Rob: Next time ask before screaming, it will keep your bloodpressure down.
#28
console games had game shark and lookalikes since the day they were born, i am also confident modding for will be available for consoles,
i am pretty sure someone modded xbox games etc.. you could say cheating is a "mod" ...
@Ed
i dont remember having troubles with the guis when i first had torque :) but maybe thats just me. :)
i am not saying it cant cause damage to a game, but you can spice up your playgui.gui to fit your absolute needs !
Warpy.
11/24/2004 (7:33 am)
@vernonconsole games had game shark and lookalikes since the day they were born, i am also confident modding for will be available for consoles,
i am pretty sure someone modded xbox games etc.. you could say cheating is a "mod" ...
@Ed
i dont remember having troubles with the guis when i first had torque :) but maybe thats just me. :)
i am not saying it cant cause damage to a game, but you can spice up your playgui.gui to fit your absolute needs !
Warpy.
#29
12/12/2004 (12:08 pm)
Stefan, try adding a world editor to thinktanks. It doesn't work. It just thinks it is some kind of corruption (how do you spell it?) and doesnt let you play.
#30
12/13/2004 (4:04 pm)
Might be because they disabled the editors.
Torque 3D Owner Sebastien Bourgon
In the Console Function exec(), theres a check to see if the exec is missing its compiled version or file mod time changes. The simple solution is to do a #ifdef(RELEASE) and return out of the function. So your "release" builds would not compile .cs's that have been changed. or compile in new .cs's either. (in the case of someone adding an exec() to say main.cs)
Its certainly not foolproof, but I imagine it'd save 95% of the modding "problems" for the developers who have games they dont want modded. As far as replacing the .dso directly, that would mean knowing what the file is, and not using the /common/ dir or moving it to new scripts