modding weapons

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vv31
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modding weapons

Post by vv31 »

sorry for my english.
1. modding ttc weapons - is it possible?
2. make a long-pulse shot for the beam weapon?
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Data
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RE: modding weapons

Post by Data »

Not at the moment afaik.
Welcome to the forum vv31
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
vv31
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RE: modding weapons

Post by vv31 »

ORIGINAL: Data

Not at the moment afaik.
Welcome to the forum vv31
poorly, the game is excellent, but impossibility of modding - it's very bad!
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Igard
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RE: modding weapons

Post by Igard »

Hi vv31. I'd also like to extend a welcome to the forums.

Only bright bit of news was this from Erik a couple of months ago.

ORIGINAL:  Erik Rutins

We've been working on various plans to expand the market for Distant Worlds and one of these required us to build in support for localization (i.e. different languages).  We had hoped 1.5.0.4 would be ready to go official while Elliot worked on the localization support, but unfortunately it didn't work out that way.  The good news is that adding in the localization support also makes it easier for us to externalize more of the game in the future, which is potentially good news for modders.

It's not much to go on, but it does mean that more mod support is up and coming. How soon? Who can say.
vv31
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RE: modding weapons

Post by vv31 »

I am not a pessimist, but if they say, but do not ...
as shown by my experience - for modding the game to must open the files.
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tjhkkr
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RE: modding weapons

Post by tjhkkr »

Well, I am hoping that will happen. This is a fun game, I want to do more with it... but it is a fun game.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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ASHBERY76
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RE: modding weapons

Post by ASHBERY76 »

It is pretty clear the game will never be opened up enough for full conversion mods.
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Igard
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RE: modding weapons

Post by Igard »

It's the unfortunate thing about having only a one man development team. Elliot does all this stuff himself, and can't tell us anything until he's certain about it.

Usually that's very close to the release date.

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Igard
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RE: modding weapons

Post by Igard »

ORIGINAL: ASHBERY76

It is pretty clear the game will never be opened up enough for full conversion mods.

If we do, it'll probably be way off in the future, when we're all playing DW 2 or something.[8|]

We'll get little bits at a time, and hopefully, we'll get somewhere pretty meaningful in the end.
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tjhkkr
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RE: modding weapons

Post by tjhkkr »

Elliot is the only one? You are playing with us...
I KNEW the company was small, but I did not know there was only one person... Man, he does an excellent job.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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Data
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RE: modding weapons

Post by Data »

Yap, the company does have some other people as well but not for coding per se...at least not for the core part afaik
Imagine if we had cloning available now [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Igard
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RE: modding weapons

Post by Igard »

I think he gets some help from some of the Matrix staff, not totally sure how much and in what area. He doesn't do the graphics himself either.

It's pretty much all on his shoulders though.
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cookie monster
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RE: modding weapons

Post by cookie monster »

He said in one initial early release post

It's mostly a one man indie project with help from graphics contractors etc
vv31
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RE: modding weapons

Post by vv31 »

ORIGINAL: ASHBERY76

It is pretty clear the game will never be opened up enough for full conversion mods.
I need only modding of components.
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Data
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RE: modding weapons

Post by Data »

that in itself would be great for the game
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
vv31
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RE: modding weapons

Post by vv31 »

oh yeah, modding components and technologies will create large mods.
authors give a chance!
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