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Author Topic: Aquaria Open Source Project: Online Mod Database  (Read 82821 times)

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Offline Guy

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Re: Aquaria Open Source Project: Online Mod Database
« Reply #75 on: July 16, 2011, 12:03:59 am »
Ah, awesome :)

We had some discussion of the world map here a while ago. I think the main difference between my interpretation and yours is the 'layer' value (I was trying to work it out before we had access to the source).
Anyway, great to see this available in mods now. If you can somehow extract all the necessary changes I think it would definitely be worthing sending this to icculus.

Offline False.Genesis

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Re: Aquaria Open Source Project: Online Mod Database
« Reply #76 on: July 16, 2011, 03:00:41 am »
I plan to send a quite large patch to icculus for a 1.1.4 community version, just need to make sure its ok with Alec and everyone. And split that patch into smaller parts, lol.
Right now it depends on a little virtual file system library that  i wrote, and could not be easily done without it; and i doubt anyone wants libraries that have not been proven to be absolutely stable. :-X
The patch (just game changes, not including my libraries) is now about 200KB large and has 7000 lines. Still nothing compared to achurch's changes, though :)

(I kind of feel like a cheater preparing a 1.1.4 release without explicitly asking first, but oh well... if noone picks this up, all will stick with 1.1.1 forever. Don't expect Alec to ever really touch his code again, tbh, so... forgive me).

achurch said on the mailing list he was currently rewriting the engine too (for the ipad port), and would eventualy release that as open source when he is done.
Now, problematic is that both changes will be totally incompatible.

I am willing to redo my patches once the "better" engine code is available, but that could be 1.1.5 then.
I think a new version is really needed, and fast, especially with the many script breaking changes that prevent compatible mods in the long term.
If everyone is going to make mods for 1.1.0-1.1.3 only, a newer version can never take off.

The advantage with my system is that mods have full control over the game, and can ship their own datafiles and everything, including recipes and stuff that was never doable, or must have been done by hand (see new recipes in Feral Beast mod, which as of now need to be copied by hand, and affect the main game as well). Also less code and directory / mod path fixing, but this isn't 100% done yet.

I do also plan to add more LUA interfaces and callbacks over time that give even better control over the game (how much damage naija takes, upgradeable energy shots, new forms with scripts, and so on.) Dont have any solid plan for this yet, just ideas. I'd thought something like modders asking for things and getting them as bleeding edge build instead of endless, complicated, and half-working LUA workarounds.
I'd like to make a really sick mod (hmm, a sequel?) someday, but i don't have time at all and too many other projects going on (besides university, that adds to it!), so my humble community contribution is C++ plumbing. There are not too many coders around here anyways,  from what i have seen.

Btw, have you tried soft-patching with my exe? Imho this can't be made any easier than it is now.

(Side note: Also going for new demo versions... win32, Linux, and Mac ones. But that's in the other topic already.
Someone just needs to update the website when time has come.)


EDIT:

Have read that topic a few times, actually. Really cool this was done witout touching the code, but its time to move on. With a long requested feature becoming available it is not necessary to stay with the old LUA-based workarounds unless absolute compatibility with the commercial engine is desired. Could always utilize both versions, depending on the version of the game the mod is loaded in.
« Last Edit: July 20, 2011, 02:22:04 am by False.Genesis »

Offline Guy

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Re: Aquaria Open Source Project: Online Mod Database
« Reply #77 on: July 16, 2011, 07:51:43 am »
Nah, I'm on OS X so haven't tried any of your stuff yet. All sounds like really great progress though, so good on ya for doing it.
Shouldn't we have 1.2.0 before 1.4.0?

Just a thought, btw - it seems a bit unnecessary to have images for map templates and then again for the world map. Could you change it so they both use the same image files?

Offline False.Genesis

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Re: Aquaria Open Source Project: Online Mod Database
« Reply #78 on: July 16, 2011, 04:25:08 pm »
1.1.2 is the version that comes with steam, and 1.1.3 the opensource version (from what i know).
So, these numbers are already taken :), but would be nice to get a comment from someone who actually knows the details.

Just a thought, btw - it seems a bit unnecessary to have images for map templates and then again for the world map. Could you change it so they both use the same image files?

Not really, the map templates are black/white only images of (2^n)x(2^n) pixels, while the map images are 256x256 white/transparent images. Technically it might work to translate the black areas to transparent and resize the image to 256x256, or even generate the map from the game's obstruction mask.  But both isn't worth the effort imho.
I removed the limitation of 256x256, but didn't test. Its the only size the game uses, up to now. If you have a close look at the map of the long part leading to Mithala, you will see there was a lot of upscaling done.

And anyways, with different images for the map screen you can do other neat things, like shade the map in different colors depending on the zone (kelp forest in green, norfair in red, ... :P), or hide certain spots from the world map.


EDIT:

Whoops. Messed up the version numbers and never noticed. Of course i meant 1.1.1 - 1.1.4, and so on.
Edited my earlier posts.

*should not post on forums under the influence of lack of sleep*
« Last Edit: July 20, 2011, 02:31:40 am by False.Genesis »

Offline Daxar

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Re: Aquaria Open Source Project: Online Mod Database
« Reply #79 on: February 25, 2014, 02:58:09 pm »
Epic thread gravedigging time!

I juuust finished porting the Costume Mod, Big Energy Form Battle, and Ninja Form mods to the new scripting interface yesterday, and fgenesis uploaded them to his server. This should be all the mods that have been released so far, aside from some small WIP ones. Huzzah for download mirrors that work!

WAT
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