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RWDK: Reassembly Web Development Kit (Updated 2017/01/07) 
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Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
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Oh, that one actually works in mods? If so then sure, that one's handy.

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My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Tue Feb 02, 2016 4:23 pm
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Joined: Thu Mar 27, 2014 2:30 pm
Posts: 151
Location: The Core!
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It does. My mod (see below) includes point defense missiles.

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The New Terran Republic [http://steamcommunity.com/sharedfiles/filedetails/?id=492719578]
The New Terran Republic V2.0 [http://steamcommunity.com/sharedfiles/filedetails/?id=659890051]


Tue Feb 02, 2016 5:35 pm
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Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
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That be achieved with the AUTOFIRE feature though - the Roiders' shuttle berth binds to PD because of that. I need to test to make sure it can bind things to the other buttons or autofire by default before adding anything.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Tue Feb 02, 2016 5:59 pm
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Joined: Thu Mar 27, 2014 2:30 pm
Posts: 151
Location: The Core!
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I just tested it by changing the bindingId of a laser to four, and checked the laser's default binding. It was set to autofire.

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The New Terran Republic [http://steamcommunity.com/sharedfiles/filedetails/?id=492719578]
The New Terran Republic V2.0 [http://steamcommunity.com/sharedfiles/filedetails/?id=659890051]


Tue Feb 02, 2016 8:58 pm
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Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
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Cool, I'll add that in then.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Wed Feb 03, 2016 8:00 am
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Joined: Mon May 04, 2015 10:08 am
Posts: 97
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It's been awhile since I've done any work on the host of planned but unfinished mods I had been working on...

Log into forums and see this;

Awesome job TTFTCUTS!!! I had been working on a simple spreadsheet version of something very nearly identical but this is above and beyond what I could have accomplished (if I had continued to work on it).

Great job, and thanks a million for making this happen!

-Ha11uc1n0g3n


Sun Feb 07, 2016 11:59 pm
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Joined: Wed Dec 09, 2015 10:19 pm
Posts: 406
Location: Earth
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I still don't get why this is so big~
Sure making colours is kinda easier but otherwise just writing it is easier~
Try not to start another mvm.tf ^^"

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"If the ai can do it player fights would be ruined.
If the player can do it the experience would not be the same.
Just leave the lone developer to his job and everything will turn out okay."


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Reassembly x10


Mon Feb 08, 2016 12:37 am
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Joined: Sat Jul 12, 2014 3:36 pm
Posts: 326
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★ Conga ★ wrote:
I still don't get why this is so big~
Sure making colours is kinda easier but otherwise just writing it is easier~

TTFTCUTS wrote:
I've been making a few mods lately, and decided that messing around with the text files for blocks was more annoyance than it was worth, particularly in remember which fields are relevant to what feature, exactly what some of the features do, how certain shapes act or which are available,

re: it makes modding more accessible.
Some people find text editors off-putting, and having a "graphical" interface makes it a lot less intimidating.


Mon Feb 08, 2016 1:00 am
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Joined: Wed Dec 09, 2015 10:19 pm
Posts: 406
Location: Earth
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Amazigh wrote:
★ Conga ★ wrote:
I still don't get why this is so big~
Sure making colours is kinda easier but otherwise just writing it is easier~

TTFTCUTS wrote:
I've been making a few mods lately, and decided that messing around with the text files for blocks was more annoyance than it was worth, particularly in remember which fields are relevant to what feature, exactly what some of the features do, how certain shapes act or which are available,

re: it makes modding more accessible.
Some people find text editors off-putting, and having a "graphical" interface makes it a lot less intimidating.

That's the point

_________________
"If the ai can do it player fights would be ruined.
If the player can do it the experience would not be the same.
Just leave the lone developer to his job and everything will turn out okay."


Image

Reassembly x10


Mon Feb 08, 2016 1:25 am
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Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
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The community is relatively small. Lowering the bar for making mods increases the number which get made. Sure it also increases the low quality stuff, but it's not like we aren't already filtering half a workshop of exported save files out anyway... I can only see it being a good thing overall.

Also the ID reordering tool is the single most useful thing by far. Not having to redo every ID by hand in a block set is super useful, as is the preview of how something will look without having to start up the game, being able to see exactly which shapes are available and how they scale, etc etc. It reduced my time spent doing mod busywork by upwards of 75%, so I imagine it'd do much, much more for people who aren't familiar with/are intimidated by raw text editing.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Mon Feb 08, 2016 7:52 am
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