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1  Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons} on: November 14, 2011, 08:15:33 PM
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.
2  Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons} on: November 07, 2011, 08:50:08 PM
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 Tongue), 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.
3  Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons} on: October 31, 2011, 10:14:40 PM
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:
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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.
4  Hacking / Modding Games / Requests / Re: Ambitious Request: Folding Spore on Itself {Scope Buttons} on: October 30, 2011, 04:22:54 PM
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.
5  Hacking / Modding Games / Requests / Ambitious Request: Folding Spore on Itself {Scope Buttons} on: October 29, 2011, 08:41:01 PM
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.}

(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)



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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