|
Post by thelastronin on Dec 31, 2010 18:26:55 GMT
Sorry if this thread is in the wrong place. Wasn't sure where to put it. Was just wondering if we will ever be able to mod NEW actors instead of just editing the existing ones, same goes for weapons, armor etc in and control where they spawn/who they spawn on, etc?
I'd really love to create some new actors and stuff. Is this a possibility?
|
|
|
Post by otakucore on Dec 31, 2010 20:23:10 GMT
As of 5.0 anyway, it's not possible to mod in new actors or items. roguesurvivor.blogspot.com/2010/09/alpha-50-actors-modding.htmlIt looks like each actor has a unique ID that can't be changed. The code must reference that ID in other places. Since a new ID would not be referenced anywhere in the code, the game would not recognize your new actor. Actors.csv doesn't reference anything like how common the actor is or how it behaves. There's nothing to distinguish between livings and undeads, for example; so you couldn't make every actor in the game a monster by just modding this file. I wonder if Roguedjack could just double the ID for each actor; so there'd be UNDEAD_ZOMBIE and UNDEAD_ZOMBIE_2, but they'd both do the same thing; it would just give us twice the number of actors to mod. Wherever UNDEAD_ZOMBIE is referenced, there would be a 50/50 chance that it could look at UNDEAD_ZOMBIE or UNDEAD_ZOMBIE_2. Not sure if it's really that easy, but this seems the easiest way I can think of to allow adding new actors. Here's a problem with my idea: Since undeads evolve, implementing the above idea could result in absurd evolutions. Say you change UNDEAD_ZOMBIE to a rat and UNDEAD_ZOMBIE_2 to a dog. Both of them would still evolve into UNDEAD_ZOMBIE_MASTER. And there would be a 50/50 chance it could be UNDEAD_ZOMBIE_MASTER or UNDEAD_ZOMBIE_MASTER_2. So there would be no way to control the evolution progress. To double the number of actors, then, I guess he would have to add a whole independent evolution tree. So UNDEAD_ZOMBIE_2 evolves into UNDEAD_ZOMBIE_MASTER_2, and so on. And he'd have to make it so the two separate trees spawn at the same time. Not sure it would be worth it at this point, as we aren't drowning in graphics mods and there will probably be more actors added to the game. In chess, you're given one piece to represent pawns, one for bishops, and so on. We'd like to have eight unique pieces for pawns and two for bishops. 16 pawns, actually--each player would have his own unique set of pieces. And we'd like to make it so that some pawns move like bishops.
|
|
|
Post by thelastronin on Jan 1, 2011 0:45:39 GMT
I don't suppose that Rogue survivor will ever:
A) Go Open Source?
B) Get a RAWS system like Dwarf Fortress that allows us to mod big changes?
I'm really keen on making new weapons and actors and stuff. It'd be nice to see the source code as well.
|
|
|
Post by ibazly on Mar 7, 2011 5:55:55 GMT
It is a possibility, and is currently in a poll on the roguesurvivor blog.
|
|
|
Post by DannyQ on Jul 26, 2011 20:38:08 GMT
Damm I had a question like that, wanted to know if it was possible to make more Unique NPC's of your own like Big Bear/Famu Fataru and have them show up during gameplay.
|
|