Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modding  (Read 2138 times)

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Modding
« on: August 29, 2011, 09:22:24 pm »

Just wondering, is there a tutorial somewhere to mod LCS? I'd like to know how to make an uber-ray from the genetics lab that insta-converts people. Like the guitar, with MAGIC BROWNIES on top.

Or just how to make adamantine armor.

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Modding
« Reply #1 on: August 29, 2011, 10:04:02 pm »

We have the armor the metal's just called mithral...
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: Modding
« Reply #2 on: August 29, 2011, 10:22:29 pm »

We have the armor the metal's just called mithral...
It's fake. The mithril armor is crap.

I wanna make REAL adamantine. And then ninja the ninja agents.

Angel Of Death

  • Bay Watcher
  • Karl Groucho?
    • View Profile
Re: Modding
« Reply #3 on: August 29, 2011, 11:00:54 pm »

From what I've heard, you need to know C++ programming in order to mod LCS.
Logged
99 percent of internet users add useless, pulled out of arse statistics to their sig. If you are the 1%, please, for the love of Armok, don't put any useless shit like this in your sig.
Hidden signature messages are fun!

Funk

  • Bay Watcher
    • View Profile
Re: Modding
« Reply #4 on: August 29, 2011, 11:08:16 pm »

no you can make and edit items use the xmls.

armor and weapons are mosty straight forward, get a copy of xml note pad(its free) open up the armor xml (its in art) read the XSl output and have a play a round.
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Stargrasper

  • Bay Watcher
    • View Profile
Re: Modding
« Reply #5 on: August 29, 2011, 11:48:53 pm »

The armor you ought to be able to do from the xml files.

The ray you'll have to dive into the source for (checkout from the svn repo on sourceforge).  Given that the source includes a debug option for autoenlighten (insta-convert), your brainwashing ray is a whole lot closer to implementing than you probably realize.  Most of the code for that is already there.  Adding it to the interface in such a way as to use it on command (and not when you don't) could be tricky, though.
Logged

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: Modding
« Reply #6 on: August 30, 2011, 12:42:16 am »

no you can make and edit items use the xmls.

armor and weapons are mosty straight forward, get a copy of xml note pad(its free) open up the armor xml (its in art) read the XSl output and have a play a round.
Ok, downloading XML notepad now. From what I've seen, it doesn't look TOO hard. But I lost the thread I found the coding in...

Whatever, I'll have the format based off of the SWAT armor and the guitar.

Jonathan S. Fox

  • Bay Watcher
    • View Profile
    • http://www.jonathansfox.com/
Re: Modding
« Reply #7 on: August 30, 2011, 12:48:34 am »

Modding is easier than it used to be, but still very limited. Adamantine armor can be done by messing with the xml data files. The brainwashing ray will probably be very messy -- you'll have to edit the C++ source code and recompile the game. It will require:

1. A new weapon based on the guitar.
2. Special code in the guitar conversion code to handle the new weapon behavior, which bypasses the complicated attack/defense/stat mod stuff, and just converts.
3. A new special location (eg, freeze vault) in the genetics lab with code that handles spawning the weapon, probably based on the Army Base's armory or CEO's safe, each of which is a special location that drops a unique weapon.
4. Modification to the sitemap for the genetics lab to place the new special location.

If you really want to get fancy, you could add a new ammo type, power packs to charge it.
Logged

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: Modding
« Reply #8 on: August 30, 2011, 11:37:20 am »

Modding is easier than it used to be, but still very limited. Adamantine armor can be done by messing with the xml data files. The brainwashing ray will probably be very messy -- you'll have to edit the C++ source code and recompile the game. It will require:

1. A new weapon based on the guitar.
2. Special code in the guitar conversion code to handle the new weapon behavior, which bypasses the complicated attack/defense/stat mod stuff, and just converts.
3. A new special location (eg, freeze vault) in the genetics lab with code that handles spawning the weapon, probably based on the Army Base's armory or CEO's safe, each of which is a special location that drops a unique weapon.
4. Modification to the sitemap for the genetics lab to place the new special location.

If you really want to get fancy, you could add a new ammo type, power packs to charge it.
It doesn't HAVE to be at genetics, it could be at the pawn shop as well.

I was just expecting making it LOOT! would make it easier to program. Is there any way to just make it do 9999 musical damage?

Reelyanoob

  • Bay Watcher
    • View Profile
Re: Modding
« Reply #9 on: September 03, 2011, 06:40:08 pm »

Hey I'm poking around trying to think of a good first mod. I might help out with others once I'm more familiar with the code layout.

My first idea is to make the Laptops equipable and give a boost to computer related jobs (Hacker, CC Fraud, Writing, opinion polls)
Let me know if this is already a thing, although I'm pretty sure it's not
Also, I'd give programmers and maybe others a chance to have a laptop when you recruit them.

...I'm guessing I need to change laptop's to the weapon's category for this to work, but I'm still doing the research on how to make them appear in the same places if I do that. I don't want to make another types of laptop.

...Second Idea: A starting option "Stay out of the kitchen" which doubles (or maybe triples) all Heat derived from crimes. Probably would also double the decay rates to make it playable.

...Third idea: A tag on the site screen showing # of meetings or dates scheduled for a specific liberal. To reduce double-dating issues.
« Last Edit: September 03, 2011, 07:33:04 pm by Reelyanoob »
Logged

Nyx

  • Bay Watcher
    • View Profile
    • Untidy mess
Re: Modding
« Reply #10 on: September 03, 2011, 08:14:31 pm »

...Third idea: A tag on the site screen showing # of meetings or dates scheduled for a specific liberal. To reduce double-dating issues.

Sounds very proper idea. Actually, i am doing UI stuff and got so aroused by it that i liberally stole right away and got coded a yellow counter next to the B - pickup line showing if you have at least a date and how many. Tested briefly.

Thanks for the idea ^^ - commited code in /svnroot/branches/nyx/src/sitemode/talk.cpp@565

I guess it could be merged back in trunk - i would be less anxious if peer-reviewed before commit in trunk...
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: Modding
« Reply #11 on: September 03, 2011, 09:35:42 pm »

Nice one, that's something that bugged me a while back.

I'm coming along nicely with usable laptop computers BTW, WEAPON_COMPUTER is at the pawnshop for $400, and you find them at sites instead of the LOOT_COMPUTER.

The only thing that I haven't changed right yet is the one's stolen by sleepers, because that code is REAL messy and I'm debating whether I should just re-factor the whole lot with data tables and weighting.

I've noticed someone commented that some of the sleeper's stolen goods are marked to go to "activesquad" rather than "shelter". This is an oversight in my opinion, so I'm just going to simplify the whole lot to go to shelter, to reduce the amount of repeated code. I'm going to copy the method of tracking the types of created objects from site_mode for the stolen stuff in activate_sleeper.cpp (without the variable quality statements though). This change is necessary so I can change the computers without really making the code look ugly. Also, it should speed things up slightly if someone ever gets around to improving the site map system.

So, roadmap :- make sleeper's stolen computers be the usable ones (really mainly cosmetic and so there's not two types floating in there), then make computer skills work better for liberals using a laptop. Or, could be a bastard and make NOT using a laptop worse.

files I've changed (for reference / record of what I changed)

pawnshop.xml - added the new laptop for sale
weapon &  loot xml - made a new weapon laptop type, will remove old loot one
sitemode.cpp - changed LOOT => WEAPON for laptop
sleeper_update.cpp - streamlined loot system here a little based on how it's done in sitemode.cpp

will update this post as I go ...

Ok that's all done, and buying, looting or sleeper's stealing Laptops are all the usable version now. Now, to search out hacking etc, make a difference if you've got a laptop equipped. A laptop can be swung like a club now too :) it's effectiveness is in-between a spraypaint and a guitar
« Last Edit: September 03, 2011, 10:14:54 pm by Reelyanoob »
Logged

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: Modding
« Reply #12 on: September 05, 2011, 07:02:10 pm »

...Second Idea: A starting option "Stay out of the kitchen" which doubles (or maybe triples) all Heat derived from crimes. Probably would also double the decay rates to make it playable.
OOOOOH.... That'd be very fun to play with. If the "Insight into a revolution" things aren't hardcoded/too difficult, I'm going to definitely contribute some options.