Lugaru 2 mod-ability

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Instant
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Lugaru 2 mod-ability

Post by Instant » Tue Jan 24, 2006 11:00 am

To what extend will Lugaru 2 be moddable?

Content modding is nothing difficult -BUT- if for instance no experience system is implemented in the main game, will it be possible to write experience-based mods without of course messing around with the source-code?

And will there be some sort of scripting language for the engine?

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Re: Lugaru 2 mod-ability

Post by rudel_ic » Tue Jan 24, 2006 1:49 pm

Instant wrote:To what extend will Lugaru 2 be moddable?

Content modding is nothing difficult -BUT- if for instance no experience system is implemented in the main game, will it be possible to write experience-based mods without of course messing around with the source-code?

And will there be some sort of scripting language for the engine?
How about a Lua API? :lol:

Honestly, developing community tools enlarges the developing process.
I'd be satisfied if the "mistakes" that were made in the map editor of Lugaru would have been "corrected" and custom meshes and textures could be imported into the levels.

Although I'd highly appreciate a modding environment with power similar to, let's say Operation Flashpoint.

A man can dream..

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Re: Lugaru 2 mod-ability

Post by GreenAlge » Mon Jan 30, 2006 4:14 am

rudel_ic wrote:Honestly, developing community tools enlarges the developing process.
But if you develop said tools for your own use, you can speed the development process, and later tweak and release them for fans ;)

_Nik

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Post by Jeff » Mon Jan 30, 2006 11:33 am

You will have access to the same tools that David used to make the game, and this time he is going to keep backups, so modding should be possible.

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Post by levbot » Mon Jan 30, 2006 10:44 pm

perfect. are you gonna still use .solids?

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Post by Crill3 » Tue Jan 31, 2006 8:30 am

Me guesses no.
Me don't mind if yes.

To be honest im starting to get a little tired of all big boxes and stuff.
I need forests, mountains, water etc.

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Post by zip » Tue Jan 31, 2006 10:04 am

Crill3 wrote:Me guesses no.
Me don't mind if yes.

To be honest im starting to get a little tired of all big boxes and stuff.
I need forests, mountains, water etc.
.solid != big boxes.

[edit typo fixed]
Last edited by zip on Tue Jan 31, 2006 1:40 pm, edited 1 time in total.

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Crill3
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Post by Crill3 » Tue Jan 31, 2006 12:50 pm

What?

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Post by Fournine » Tue Jan 31, 2006 2:21 pm

"!=" is used in programming to mean "not equal to"

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Post by Crill3 » Tue Jan 31, 2006 2:44 pm

Uuh..um..yeah.. well.. I knew what ! = means... just testing you..


I didn't mean that .solid was equal to big boxes, of course.
The rabbits and wolves and weapons aren't big boxes, are they?

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Post by Silb » Tue Jan 31, 2006 5:52 pm

L1 had lots of big boxes probably because Turner can't handle more complex volumes (the guy can casually wall-jump, flip and backflip, but not climb a stair :| )

Since L2 has physic-based animation cubic rocks will likely disappear :D

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Post by Instant » Fri Feb 03, 2006 4:37 am

Having access to Davids tools is great, but that doesn't answer the question to what extend the engine (game engine, not the 3D engine) will be moddable.

I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.

A scripting system would therefore resolve thet issue, but is not necessarily provided by having access to Davids tools.

Oh, and are the tools cross-platform (or will they be?) or are they going to be Windows-only.

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Post by Crill3 » Fri Feb 03, 2006 10:43 am

If not crossplatform then MacOS :!:
else Me die.

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Post by rudel_ic » Fri Feb 03, 2006 4:28 pm

Instant wrote: I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.
I say: Wait and see.
It could be that the combat system will be collision-based only and produce ragdoll effects directly when hits happen and that would be more flexible than the previous one (and more difficult to handle).
I mean, as I understand it, in Lugaru, we roughly are actually just triggering animations and these produce a hit if there is something in the way of the animation and a hit triggers another animation and then ragdoll occurs eventually, but that doesn't mean that there's no other way to simulate combat.

Ah whatever, I don't know. Yay, one more post.

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Post by zip » Fri Feb 03, 2006 5:56 pm

rudel_ic wrote:
Instant wrote: I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.
I say: Wait and see.
It could be that the combat system will be collision-based only and produce ragdoll effects directly when hits happen and that would be more flexible than the previous one (and more difficult to handle).
I mean, as I understand it, in Lugaru, we roughly are actually just triggering animations and these produce a hit if there is something in the way of the animation and a hit triggers another animation and then ragdoll occurs eventually, but that doesn't mean that there's no other way to simulate combat.

Ah whatever, I don't know. Yay, one more post.
There's always a Die By The Sword IK weapon combat system, that would pwn ^_^

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