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Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons}
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on: November 14, 2011, 08:15:33 PM
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I guess it would be feasible to take Tools out of the Tribe stage and backport them to Creature for use with things like Sticks... but again, without knowing how it all links together, it's damn near impossible.
Okay, so the final consensus is: "Impossible until EA releases the Source Code". Which could be a decade or more from now, if ever. Oh well. It was nice to discuss it with other Spore players.
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Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons}
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on: November 07, 2011, 08:50:08 PM
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Oh wow, this would be awesome... Although I haven't tried it before, using .trigger scripts, one should be able to link a certain GUI element to trigger a part of another stage, to store health values and such should be possible, since the trigger scripts tend to lend themselves to that without too much fiddling... However, the complex and most difficult part here is actually editing the GUI -- adding a button (or two). Creating images for the buttons isn't hard at all, but actually getting Spore to recognise those buttons and tell it where to put them... That is tough. We still don't know how Spore configures its layout. We've found the files, but they use no known file format. They seem to have cell divisions that Excel will recognise, but the characters themselves appear as gibberish. It's possible they may be embedded packages (i.e. packages within packages), but SporeMaster has a lot of trouble doing anything with them, requiring several layers of Packing jobs to work through it, and often corrupts the packages -- it wasn't built to pack packages within packages. That's about as comprehensive an answer I can give you. While we could do the framework for it, with a ton of experimentation and scripting (in a language not really designed for what you're trying to do  ), the GUI elements would be the greatest challenge. This is one situation where SporeMaster falls down. Even several years after this game has practically been abandoned by its creators, even now nobody knows a thing about the majority of their file formats. So, it's possible, but not with SporeMaster... you'd have to find ways to unpack the packages by hand without corrupting any of the files -- SporeMaster generally deals with only plain-text or text-based files. The only exceptions are .rw4 models, and even those are limited, alcking any form of animation compatibility. And I thought the GUI would be the easiest part to modify. Could we circumvent this issue by using hot-keys instead of buttons? Or does that bear a similar issue? On a slightly related note, I've found from replaying Creature Stage that the only option you can take with a stick is throwing the stick. I must have dreamed clubbing other creatures to death with a grasped object. That being said, it seems implausible that we could adjust the level of creature abilities with 'tools' built off the common stick. Also, I would like to thank everyone again for taking the time to provide input.
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Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons}
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on: October 31, 2011, 10:14:40 PM
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Hmm... well, I suppose I should at least break the idea down into more manageable pieces so that mod-writers can digest only the parts that interest them. That way people can attack multiple aspects of the project independently, and if the sum does not succeed at least something will come of it. Lets see... smaller pieces... Okay, here's three to start: In order for the Zoom Scope button to work between Space Scope and Fortress Scope, we'll need to be able to place a colony on any planet, even one currently inhabited by another species. For this reason the following three mods would be necessary. We'll need a spaceship tool that can fire a colony at ANY planet, even one that is owned by another system or already inhabited. I don't know how this is coded into Spore, so I can't make any suggestions. When this mod is incorporated into the Scope Mod, it will be attached to the "Zoom In" Scope button rather than being available in the ship toolbox.
We'll need another spaceship tool that 'saves' a colony and removes it from the planet. Again, I have no idea where to start for something like this. When this mod is incorporated into the Scope Mod, it will be attached to the "Zoom Out" Scope button in Fortress Scope rather than being available in the ship toolbox. Clicking Zoom Out in Fortress Scope would cause the "temporary" colony to be drawn into the ship BEFORE the player regains control of the ship, preventing the player from repeatedly using the "Zoom In" button to create quick colonies. ...Come to think of it, I suppose this tool could save the colony's data and then destroy it when the player returns to Space Scope. But what would that do to disposition with the player's own species? Eh, I dunno, it's a place to start.
EDIT: Whoops, forgot the third one. There needs to be a way to communicate specifically with one of the species on a planet... either the natural inhabitants OR your own species. This'll be hard to do, because it'd only be valid if the player returned to Space Scope after conquering some (but not all) of the cities. Some sort of selection menu, just like the dialogue options menu?
I know that mod-writers have added a gene-splicing editor to the city menu before. Or maybe that was hearsay. But what I'm hoping for is a replication of the outfitter in the city menu. Twice, actually. And a way for Spore to recognize that the outfits created are 'different' for the purpose of referencing them in other mods (rather than randomly selecting one outfit, the mod would hopefully be able to specify which outfit slot to use).
Again, I don't know how plausible this is. But if there were some way to 'coat' a joint and/or spinal segment in a color that ISN'T based on the creature's skin texture (AND without creating a new part), that would be amazing.
Yeah, I think this is the best way to go about it. If I can break this request into a series of smaller Mod requests, maybe somebody'll be able to assemble them all when they're complete.
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Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons}
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on: October 30, 2011, 04:22:54 PM
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To be honest? This is quite ambitious and I think a lot of people would just reject it as impossible outright. I cannot help you here. However, do not let that dissuade you. My suggestion is for you to talk to modders and see if you can figure out how to do it yourself. A lot of modders say "it's not possible", but mean one of three things: "It's too much work, and I don't want to do it.", "I haven't done it myself, therefore...", or simply "It's not possible, SporeMaster cannot change this." This is your manifesto, and I think you could indeed get this to work. The question is, how badly do you want it to work?
...I'm not so sure I can do that. Looking at the various 'workarounds' people have performed for Spore (like that T-Reader thing), I'm positive I don't have the know-how to do this on my own. But I have hope that most of this stuff could be simulated by excising the code from one 'stage' of the game and injecting it into another. The main difficulty would likely come from preserving the current stage's data and variables while 'simulating' a previous stage's game-play. That and making one stage's interactions influence another's variables. Then again, that might require direct access to the source code. On a scale of one to ten, I'm at a five point five for my dedication. This mod would really turn Spore into the perfect game. But I'm not a programming genius. If I can't get somebody to help me, this isn't going to happen.
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Hacking / Modding Games / Requests / Ambitious Request: Folding Spore on Itself {Scope Buttons}
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on: October 29, 2011, 08:41:01 PM
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The following is likely impossible. Still, I thought I'd ask anyway, with the hopes that it inspires a talented mod-writer to do something fantastic. So let's begin. Spore has five distinct stages that each sport a unique style of game-play. But... as you move from one stage to the next there is no compiling growth. One stage does not contribute to the next in more than a cursory way. And once you finish a stage, its style of game-play is locked out forever. Galactic Adventures attempted to remedy this for the Space Stage (with an adaptation of the Creature Stage), but not in a manner that was satisfying or plausible. What I propose is the Scope Button. The Scope Button allows (or rather, forces) you to move back to previously completed 'scopes' to complete necessary tasks. Firstly, layout and intent: the Scope button would be positioned above the 'evolution history' button (if possible) and would consist of two sides: zoom in and zoom out. Zooming in is akin to returning to the previous stage of life (you aren't actually REVERTING to that stage, but the game-play would for the intended purpose). Zooming out is akin to advancing to the next stage of life, and is used only to return to the current stage. Sometimes these buttons would be optional, and sometimes they would be forced. Those situations depend on the stage. {I'm going to write this information as if it is already implemented, as it will be easier to read than future tense.} There are no changes to the Cell Stage and thus no Scope buttons. Optional Scope-Down: Cellular Scope Regeneration At any point in the Creature Stage, the player may click the Zoom In scope button to switch to Cellular Scope. This zooms into the body and places the player in control of an auto-immune cell {their final evolution from the Cell stage, or one selected from the Sporepedia if the player skipped the Cell stage}. While in this scope, eating anything restores health for the player in the Creature scope. The Creature scope is considered paused until the player clicks the Zoom out scope button, which returns the player to Creature stage. Forced Scope-Down: Cellular Scope The Creature Stage has no forced Cellular Scopes. I considered something along the lines of assimilation, where your creature injects cells into another species and forces them to re-evolve into a member of your own species. But since that would greatly reduce the diversity of life on the planet in Creature Stage, I decided to nix it.
Optional Scope-Down: Creature Scope Exploration At any point in the Tribal Stage, the player may click the Zoom In scope button to switch to Creature Scope. Taking control of the Chieftain, the player may move around as he/she pleases and interact with wildlife and other tribes. Charging into a hostile tribe in Creature Scope is not recommended, but still possible regardless. I'm uncertain if it would be possible to damage tribal structures while in Creature Scope. It seems like the coding would be... difficult. While in Creature Scope, the player could optionally zoom in a second time (to Cellular Scope) for the purpose of replenishing health. Just like in the Creature stage, changing the scope down pauses Tribal Stage until the player returns. Forced Scope-Down: Creature Scope Elimination The Tribal Stage has one forced Creature Scope. During a forced scope, the game pauses and the zoom-in button flickers. Clicking it forces the player down to that scope until such time as a task is completed. In the Tribal stage, whenever an opposing tribe would become friends or be driven extinct, there is a forced scope-shift to Creature Scope. If the tribe is becoming friends, the player must make friends with all the tribe members (singing, dancing, posing, etc. Obviously killing them isn't a great idea, but you could if you like. You sneaky player, tricking them into thinking you're nice and then ripping them apart. If the tribe is being driven extinct, the player must kill all the tribe's members with his/her band of creatures. You could try and make friends at this point, but your work would be cut out for you. Addendum: Modifications to Creature Scope Super powers from the Creature stage would be disabled when switching to Creature Scope. Instead, the button enables abilities depending on which tool your creature is carrying. I don't have the specifics, but holding an axe would give the equivalent of Strike 3, holding an instrument would function as sing, dance, or charm, holding a spear would function as Spit 3, and so on. All tribal tools have an equivalent parts rating of 3, so adapting the tool's function to Creature scope shouldn't be too difficult. I also heard that the button functions for Creature Stage have already been located, so this would simply change the 'power' button into the corresponding 'part' button.
Optional Scope-Down: Strike Team Scope ExplorationAt any point in the Civilization Stage {provided the player has ONE land vehicle selected, and only that}, the player may click the Zoom In scope button to switch to Strike Team Scope. The land vehicle deploys a set of tents with equipment and can explore the surrounding area for resources. It is essentially the Tribal stage, but since this is the optional scope shift the available actions are limited. This may also be used to interact with creatures that are still in the Tribal stage of evolution. Doing so lets you eliminate them off the bat (aggression) or befriend them, improving their disposition towards you when they form a city. Unlike the zoom in to Creature Scope, the Strike Team Scope powers remain unchanged from the Tribal Stage's powers. While in Strike Team Scope, the player could optionally (or forcibly) zoom in a second time (to Creature Scope) or a third time (to Cellular Scope). In such a case, the aforementioned scopes function as described in the earlier Stages. Tools grant the equivalent of level 4 biology in the Civilization stage, and their appearance would be modernized (if possible). Forced Scope-Down: Strike Team Scope City RaidThe Civilization Stage has one forced Strike Team Scope. During a forced scope, the game pauses and the zoom-in button flickers. Clicking it forces the player down to that scope until such time as a task is completed. In the Civilization stage, whenever a city would surrender its leadership to the player, there is a forced scope-shift to Strike Team Scope. The player's Strike Team must interact with resistance throughout the city, either convincing them to join the revolution (the equivalent of befriending in the Tribal Stage) or crushing them. Regardless of how the city was taken (economics, religion, or force) the player may choose any manner of dealing with the opposing factions. However... the disposition of the city's factions depends on the manner in which the city fell. Conquered cities are usually disgruntled. Economic cities are indifferent. And Converted cities are usually friendly. The player must resolve relations with all of the city's factions before the city can become a part of the empire (and thus return to Civilization Scope). Obviously since this mirrors the Tribal Stage it will involve forced zoom-ins to Creature Scope. EDIT: Oh! And the 'head tent' that would usually birth new tribe members is actually a recruitment tent in Strike Team scope. The sound effect would be different. Addendum: Modifications to Civilization ScopeCivilization scope would require three "outfitters", one for regular citizens, one for strike team, and one for the strike leader (whom the Player controls in Creature scope). Likewise, (in the unlikely event the following is possible), the Civilized Creature Editor would receive the following adaptation: I believe the following is VERY impossible, but I'd like to state it anyway. Add two new buttons in the outfit editor. The first activates (and deactivates) "coating mode". While coating mode is active, clicking on a joint or spine segment widens the section slightly and applies one of three generic colors (just like selecting colors for coat and detail when painting the creature. Texturing would be nice, but is hardly necessary). Players would be able to use this "coating" technique to add sleeves, shirts, leggings, or other assorted clothing to their creation. These clothes would serve only an aesthetic benefit, but a much appreciated one. The second activates (and deactivates) "un-coating mode", which removes "coating" from joints that the player clicks.
Optional Scope-Down: Fortress Scope Exploration At any point in the Space Stage {provided the player is in a planet's atmosphere and above land}, the player may click the Zoom In scope button to switch to Fortress Scope. The ship deploys a small (starting size) colony city. It is essentially the Civilization stage, but since this is the optional scope shift the available actions are limited. This may be used to interact with cities on the planet directly, or to shift down again and deploy a strike team. Building vehicles consumes energy from your ship, so it's best to be wary while working in this scope. Unlike the zoom in to Creature Scope, the Fortress Scope powers remain unchanged from the Civilization Stage's powers. While in Fortress Scope, the player could optionally (or forcibly) zoom in a second time (to Strike Team Scope), a third time (to Creature Scope), or even a fourth time (to Cellular Scope). In such a case, the aforementioned scopes function as described in the earlier Stages. Tools grant the equivalent of level 5 biology in the Space stage, and their appearance would be science-fiction-ized (if possible). You don't actually ever have to be forced into a scope during the Space Stage. It may be more practical or more interesting, though, if you befriend planets in person or destroy them with your tanks and weapons. For this reason dispositions would have to be altered based on your actions in a smaller scope. Likewise, Space Stage could NOT pause while the player is zoomed into other scopes. Leaving a city unattended in a half-conquered planet means leaving it to be recaptured by the planet's residents. Addendum: Modifications to Space Scope I realize some of these ideas, if they're possible at all, might require Galactic Adventures to function properly. While I do own that game, I don't particularly care for the way it changes Spore. For this reason, if the above described modifications would require Galactic Adventures, I request an optional mod to turn OFF adventure planets and missions.
I know that's a big idea to chew. And I know it's likely not possible. But sitting on an idea like this and not doing anything with it is bad for my brain. And maybe if the idea's good enough, somebody'll send a letter to EA and they'll make a sequel to Spore proper, like they did with the Sims. And that is my manifesto. If you took the time to read it, I thank you.
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