Basic SDK Mod (Again)

Basic SDK Mod (Again)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Basic SDK Mod (Again)

Post by FLOZi »

I'm in the process of making a mod with the *very least* required to actually run.

One thing I've stumbled into is that cursors are required, which either means including your own set, or depending on otacontent.sdz in base.

Would it be possible to add cursors.sdz, with Erom's public domain cursors into the base folder for the next release?

edit: N.B. This is not a rival to Nanoblobs as a mod for learning how to mod Spring - it will just be an empty base, with documentation.
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smoth
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Re: Basic SDK Mod (Again)

Post by smoth »

EROM made some cursors. they are in gundam, feel free to grab them.
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lurker
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Re: Basic SDK Mod (Again)

Post by lurker »

Sounds like a good idea to me. Smoth... pay a wee bit more attention to what a post says before replying. :roll:
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smoth
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Re: Basic SDK Mod (Again)

Post by smoth »

I am half awake la la la la
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lurker
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Re: Basic SDK Mod (Again)

Post by lurker »

No really? :O
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Tribulexrenamed
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Re: Basic SDK Mod (Again)

Post by Tribulexrenamed »

Ill supply the ugly units.
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Forboding Angel
Evolution RTS Developer
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Re: Basic SDK Mod (Again)

Post by Forboding Angel »

Grab the cursors in EE or Evo, I made them, and they are free for anyone to use, there are also eroms.

BTW if you're going to do this, then do it right and have it set up to use luadefs, not fbis.
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Guessmyname
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Re: Basic SDK Mod (Again)

Post by Guessmyname »

smoth wrote:I am half awake la la la la
Is anyone ever fully awake?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Basic SDK Mod (Again)

Post by FLOZi »

Forboding Angel wrote:Grab the cursors in EE or Evo, I made them, and they are free for anyone to use, there are also eroms.

BTW if you're going to do this, then do it right and have it set up to use luadefs, not fbis.
I indeed plan to use luadefs. :-)

EDIT: Are there any programs to convert FBI/TDF --> luadef?


And yeah, read the post people! I want Erom's cursors included as a standard package with spring so mods don't have to include them.

If it doesn't happen I'll probably keep them seperate and just depend on them as another normal mod, afaik that should work. I envisage this as at least 2 phases;

Phase 1 is literally just the bare bones files needed to make Spring run.

Phase 2 introduces a few units and a bunch of text files documenting the purpose of specific files and folders.
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BrainDamage
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Re: Basic SDK Mod (Again)

Post by BrainDamage »

FLOZi wrote: EDIT: Are there any programs to convert FBI/TDF --> luadef?
http://trac.caspring.org/browser/trunk/tools/FBI2Lua
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Basic SDK Mod (Again)

Post by FLOZi »

One less job for me to do. :-)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Basic SDK Mod (Again)

Post by AF »

Basic units can be as simple as a floating cube or sphere with a handful of points on the s30 for weapons.

Glad to see someone has picked up the sdk mod!!!!
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KDR_11k
Game Developer
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Re: Basic SDK Mod (Again)

Post by KDR_11k »

Probably better to show at least one moving part if you want it to work as a tutorial.

KP units are available BTW.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Basic SDK Mod (Again)

Post by FLOZi »

It's not really meant as a tutorial though. But that is a possibility for phase 3.
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lurker
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Re: Basic SDK Mod (Again)

Post by lurker »

In my mind, an sdk mod with unit examples would have:
1. tank with simple moving turret.
2. infantry with a simple walk script
3. maybe the same model with a fancy walk script
4. fighter
5. bomber
6. gunship
7. ship
8. same tank as before but can hover
Along with a description of what tags and what else causes each set of movement behavior.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Basic SDK Mod (Again)

Post by FLOZi »

All that comes later. First phase is just an empty shell. Plus, Nanoblobz has pretty much everything you'd want to learn, content creation wise.

Speaking of which - are we of the opinion that files that aren't *required* but which will be noted as missing in infolog.txt should be included in phase1 or not?

edit: yeah, SDK isn't such a great description of what i'm actually doing here tbh. At least not yet.
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MechaStalin
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Re: Basic SDK Mod (Again)

Post by MechaStalin »

I'm still interested in this, I'd like to minimize the amount of other's mods floating around in mine. :)
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Basic SDK Mod (Again)

Post by Saktoth »

Personally i use the Masse cursor set (Its in CA, check it out with Main Menu > Display Options > Cursors) which is another quality set of cursors, and slightly smaller and less obtrusive than Eroms. Not sure what licence its under though...
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