Building team for new bigger mod

Discuss and distribute tools and methods for modding. Moderator - Grognak
Pyroar
Posts: 11
Joined: Fri Oct 19, 2012 3:51 pm

Building team for new bigger mod

Post by Pyroar »

Hi and welcome here. If you're interested in taking part in creating another storyline/new features/big mod, write in the topic why you wanna and what you can do.

I'll need: 1-2 guys which are good at editing .xml files, some guys which wanna design events, someone who is good at doing graphics(not just recolor).

What can I do? Everthing i mentioned before, but I kinda don't like .xml editing, more design and graphics.
Here's some graphics, which i made in 15 minutes:
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Waiting for response, aye!
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Building team for new bigger mod

Post by English Narwhal »

Seems interesting, though I can't say I want to throw my lot in as of yet. I'm still working on your first request! :D
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Pyroar
Posts: 11
Joined: Fri Oct 19, 2012 3:51 pm

Re: Building team for new bigger mod

Post by Pyroar »

Actually if you would do this thing i requested, you'd be super useful in this project, beacuse creating this mod would take much less time.
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Building team for new bigger mod

Post by English Narwhal »

Pyroar wrote:Actually if you would do this thing i requested, you'd be super useful in this project, beacuse creating this mod would take much less time.
A modding tool is unlikely, but I'll at least work on making an event flag list and so on.
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dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Building team for new bigger mod

Post by dalolorn »

English Narwhal wrote:
Pyroar wrote:Actually if you would do this thing i requested, you'd be super useful in this project, beacuse creating this mod would take much less time.
A modding tool is unlikely, but I'll at least work on making an event flag list and so on.
Well, ideally, the tool would merge with kartoFlane's Superluminal code. Making a blueprint editor doesn't sound too hard, though I must admit I'm not too good at linking the UI to the relevant data yet (not to mention the fact that my only real programming ventures have been in Delphi), and animation lists and stuff...

Really, the programming of any such tool is just creating a GUI based on the (extensive, even though people keep finding new interesting bits of information) modding community's understanding of the moddable portion of the game, and making it actually output stuff.
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Building team for new bigger mod

Post by English Narwhal »

dalolorn wrote:
English Narwhal wrote:
Pyroar wrote:Actually if you would do this thing i requested, you'd be super useful in this project, beacuse creating this mod would take much less time.
A modding tool is unlikely, but I'll at least work on making an event flag list and so on.
Well, ideally, the tool would merge with kartoFlane's Superluminal code. Making a blueprint editor doesn't sound too hard, though I must admit I'm not too good at linking the UI to the relevant data yet (not to mention the fact that my only real programming ventures have been in Delphi), and animation lists and stuff...

Really, the programming of any such tool is just creating a GUI based on the (extensive, even though people keep finding new interesting bits of information) modding community's understanding of the moddable portion of the game, and making it actually output stuff.
I am no master coder, dalo. I intend, at best, to compile a majority list of event flags and structures to ease modding. If I finish that, I think I will leave the last run of work to someone more talented than myself.
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dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Building team for new bigger mod

Post by dalolorn »

I wasn't suggesting that you were (or weren't, for that matter) a master coder, or that you'd be the one to code it. I just described what I think the creation of such a tool would be.
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Building team for new bigger mod

Post by English Narwhal »

dalolorn wrote:I wasn't suggesting that you were (or weren't, for that matter) a master coder, or that you'd be the one to code it. I just described what I think the creation of such a tool would be.
Indeed.
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English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Building team for new bigger mod

Post by English Narwhal »

It just occurred to me that Sleeper Service and the Captain's Edition would benefit greatly from the sprites you created. You could join in on that project.
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Llurr
Posts: 6
Joined: Fri Jan 10, 2014 2:47 pm

Re: Building team for new bigger mod

Post by Llurr »

I would love to work on some bigger project, mainly because i want some more experience working in the xml files. I do have to warn you. i haven't done much work here and i mostly see it as a learning experience. I recently posted my first mod in which i implemented (probably poorly) a new sector containing only stores. I have absolutely no art skills, nor am i a good writer, but i liked working on editing the xml files, and i did make something that worked.
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