Mod Development Tool

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Mod Development Tool

Postby Xodem » 10 Apr 2013, 17:56

Hi everyone,
I played fa quite a lot back in the gpgnet times and recently discovered faf. I am very glad that there are people out there who keep the multiplayer part of the game alive. I would really like to participate in the development, but i don't know any Python, but I am a pretty confident C# programmer. I thought it might be a cool idea to write a little tool, which allows everyone to create own mods in a much simplier way. I programmed such a tool already, but for gpgnet and the filehoster deleted my file as noone downloaded it for quite some time. Long story short: i have bought a new computer and failed to transfer my old projects to the new one. And now i want to ask, if there is a wish/need for such a tool.
I am planning just some basic stuff first (add units based on the original ones and be able to change some parameters). I think of that tool more in a way of getting more people into the subject of modding than being a complete solution for complex mods.

Let me now what you think, if thats a cool idea or just a waste of time.

Greetings, Xodem
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Re: Mod Development Tool

Postby ColonelSheppard » 10 Apr 2013, 18:03

depends on what exactly you want to do, we already have a blueprint editor
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Re: Mod Development Tool

Postby Xodem » 10 Apr 2013, 18:09

to be honest that was pretty much the funtionality i was planning to programm. Sicne there is such a tool already i think i will throw my plans away^^.
Do you have the link to the blueprint editor somewhere?
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Re: Mod Development Tool

Postby Pierto » 10 Apr 2013, 18:10

I think it's a very good idea. I started getting into modding a while ago, but haven't been able to get something useful out of it because I found the debugging process very time-consuming and complicated. This tool would definitely solve that.

On the other hand, I think such a tool would also be great for balance testing. Instead of playing the balance mod, people can easily experiment with different unit parameters. Of course, you risk having endless discussions on the forum about balance changes. Oh wait, that's already the case...

I'd say, go for it!
"T2 mex, I think it's a mistake! Why not do something more useful?" (RA_Zlo in a ranked 1v1 game against Yarma_Darma on Haven's Reef)
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Re: Mod Development Tool

Postby Ze_PilOt » 10 Apr 2013, 18:21

Try shift-F6 with cheat/sandbox mode on an unit.

the editor : viewtopic.php?f=41&t=1579
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Mod Development Tool

Postby andybe » 05 Oct 2013, 14:50

how about a tool that writes Ai scripts.
simple straight forward commands.
like telling the AI to build and send troops along a set path.
or sending out an engineer that keeps building a template at a certain location if those buildings have been destroyed
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Re: Mod Development Tool

Postby Ze_PilOt » 05 Oct 2013, 15:18

That already exists in the lua files.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Mod Development Tool

Postby vongratz » 05 Oct 2013, 17:33

Depending of the scope of the proposal, I think this would be a very good idea.But NOT to mod Lua nor anything that can be moded with notepad.
The trouble for new modders, IMHO is to find programs that without a miracle, or very great skills, works with the PLUGINS (the key) to make new models, that means new aproaches ideas etc.
An example:TAUniverse, SIXTEEN YEARS OLDE,is alive exactly because the modders, always showing news from the very olde Total Annihilation launched two decades ago, because they have a lot of mod programs that works very well , and, with an trully effort,and patience, can be utilized by new modders.Imagine if we can do this here if we had something similar!
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