Scubaman3D Posted May 4, 2006 Share Posted May 4, 2006 Well, we will be getting a map editor, which is good, but without a SDK, is it not possible to model new/different weapons for the game? Quote Link to comment Share on other sites More sharing options...
stevenmu Posted May 4, 2006 Share Posted May 4, 2006 I'm not sure about this, but from looking in the quick.bundle file I think weapons were defined in the various XML files it contains. Once someone has figured the bundle file format out and we can extract the XML files and change them we'll have a better idea of what's possible to mod or not. (in fact if it is the way I think it is, then there's little to no point in having an SDK at all) Quote Link to comment Share on other sites More sharing options...
Scubaman3D Posted May 4, 2006 Author Share Posted May 4, 2006 ^ cool, thanks for the info Quote Link to comment Share on other sites More sharing options...
zwitherow Posted May 4, 2006 Share Posted May 4, 2006 no sdk = no new weapon models we gotta have at LEAST an exporter for max and/or other 3d aps if we're gonna have new weapons. Quote Link to comment Share on other sites More sharing options...
JTF-2 Posted May 5, 2006 Share Posted May 5, 2006 Look. Would you guys just calm down and give it some time? GR1's mod tools were released by devs on their own time, unofficially. Quote Link to comment Share on other sites More sharing options...
DonMiguel Posted May 5, 2006 Share Posted May 5, 2006 (edited) gr1 tools were released by modders and then officially. Where's everyone getting the unofficial from Dev's stuff from? Piggyson's stuff was there, as was a couple others, but after the official plugins for things with DS and again in IT. That said, GR1 had no SDK and while it did hold back alot of what could be modified...modders found ways to do some pretty cool things. so don't let the no SDK thing get you down. In fact with no SDK that means mod support is probably going to be accomplished thru other editors and xml files...just like GR1. That means all the non-programmers out there will get to be on an even playing field with the hardcore programming modders. OK, well almost. Edited May 5, 2006 by DonMiguel Quote Link to comment Share on other sites More sharing options...
theWalrusKing Posted May 5, 2006 Share Posted May 5, 2006 Look. Would you guys just calm down and give it some time? GR1's mod tools were released by devs on their own time, unofficially. ← wasnt the modding progs on the install disc for GR1 Quote Link to comment Share on other sites More sharing options...
DonMiguel Posted May 5, 2006 Share Posted May 5, 2006 Look. Would you guys just calm down and give it some time? GR1's mod tools were released by devs on their own time, unofficially. ← wasnt the modding progs on the install disc for GR1 ← they were released with Desert Siege and updated with Island Thunder expansion discs Quote Link to comment Share on other sites More sharing options...
Zorianarki Posted May 5, 2006 Share Posted May 5, 2006 And hey look, [GR] still had a long lifespan even tho we didn't get mod tools right away patience, enjoy the SP and coop and wait for Replays, kick/ban options, mod tools and map tools and when they arrive we'll all be top trained and ready to kick ass all over the new maps with the new weapons all the while kicking and banning cheaters to the left and right Quote Link to comment Share on other sites More sharing options...
Nemon Posted May 6, 2006 Share Posted May 6, 2006 (edited) Weapon file <?xml version="1.0" encoding="ISO-8859-1"?> <units> <unit type="weapon" name="g36_3rd" slot="12"> Â <model file="/weapons/g36/g36.xml"/> Â <depends_on unit="g36_mag_3rd"/> Â <!-- <script_class name="weapon_player" class="BulletWeapon"/> Â <script_class name="weapon_ai" class="ScarAI"/> Â <script_class name="base" class="Scar"/> Â --> Â <script_class name="base" class="BulletWeapon"/> Â <stats block="base_data"/> Â <stats block="weapon_data"> Â <var name="ammo_type" value="556"/> Â <var name="length_from_root" value="60"/> Â <var name="clip_max" value="30"/> Â <var name="owner_align" value="primary_align"/> Â <var name="public_name" value="G36"/> Â <var name="anim_name" value="g36"/> Â <var name="hud_name" value="scar"/> Â Â <!-- Objects / Units --> Â <var name="object_ejector" value="shell"/> <!-- name of the ejector object --> Â <var name="object_muzzle" value="fire"/> <!-- name of the ejector object --> Â <var name="object_clip_align" value="mag_align"/> <!-- name of the ejector object --> Â <var name="unit_clip" value="g36_mag_3rd"/> <!-- name of the casing unit --> Â <var name="body_drop" value="main_body"/> <!-- name of the body to activate when dropping the gun --> Â Â <!-- Spread --> Â <var name="spread_normal" value="3.0"/> <!-- spread in normal mode + mods affect this --> Â <var name="spread_zoom" value="0.05"/> <!-- spread in zoomed mode + mods affect this --> Â Â <!-- Recoil --> Â <var name="recoil_normal" value="0.15"/> <!-- spread in zoomed mode + mods affect this --> Â <var name="recoil_zoom" value="1.5"/> <!-- spread in zoomed mode + mods affect this --> Â Â <!-- Fire modes --> Â <var name="fire_modes" value="2"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst --> Â <var name="fire_rate_semi" value="0.1"/> <!-- minimum time between bullets in semi mode --> Â <var name="fire_rate_auto" value="0.08333"/> <!-- time between bullets on full auto --> Â <var name="fire_rate_burst" value="0.1"/> <!-- time between bullets in burts mode --> Â <var name="fire_burst_count" value="3"/> <!-- the amount of bullets to fire in a row in burst mode --> Â Â Â Â <var name="fire_offensive" value="2"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst --> Â <var name="fire_defensive" value="1"/> <!-- what thread in SGunLogics this weapon uses when when in defensive --> Â <var name="fire_suppresive" value="4"/> <!-- what thread in SGunLogics this weapon uses when when in suppressed --> Â Â <!-- Effects --> Â <var name="effect_semi_flash" value="g36_muzzle_flash"/> <!-- muzzle effect on semi --> Â <var name="effect_auto_flash" value="g36_muzzle_flash"/> <!-- muzzle effect on auto --> Â <var name="effect_auto_end" value="g36_muzzle_smoke"/> <!-- smoke effect on barrel after auto --> Â <var name="effect_casing" value="556_shell_ejection"/> <!-- name of the casing effect --> Â <var name="effect_hit" value="bullet_hit"/> <!-- name of the hit effect --> Â <var name="effect_hit_physics" value="bullet_hit_rifle"/> <!-- name of the hit physics effect --> Â Â <!-- AI --> Â <var name="ai_shoot_delay" value="0.1"/> Â Â <!-- normal aim time for ai --> Â Â <var name="ai_reload_delay" value="4.3"/> Â Â <!-- relaod time --> Â <var name="ai_angle_req_near" value="30"/> Â <var name="ai_angle_req_far" value="6"/> Â Â Â <var name="bolt_lockup_time" value="0.6"/> <!-- bolt anim --> Â <var name="bolt_lock_time" value="0.1"/> <!-- bolt lock anim --> Â Â <!-- Moddable stats --> Â <var name="damage" value="2"/> <!-- weapon damage + mods affect this --> Â <var name="weight" value="1"/> <!-- weapon weight + mods affect this --> Â <var name="stability" value="1"/> <!-- weapon stability + mods affect this --> Â Â <var name="fire_sound" value="1.35"/> Â <var name="fire_supressed" value="1.2"/> Â Â <var name="ai_precision" value="1.1"/> Â <var name="ai_fire_until" value="3"/> Â <var name="ai_fire_until_rand" value="4"/> Â Â <!-- Mods --> Â </stats> Â Â <stats block="item_data"> Â <var name="inventory_slot" value="secondary"/> Â </stats> Â Â <sounds> Â Â <soundbank name="g36_sound_3rd"/> Â Â <soundbank name="foley_rifle_sound"/> Â <default_soundsource source="sound"/> Â </sounds> </unit> <unit type="weapon" name="g36_mag_3rd" slot="12"> Â Â <model file="/weapons/g36/g36_mag.xml"/> </unit> <unit type="weapon" name="g36_flashlight_3rd" slot="12"> Â <model file="/weapons/g36/g36_flashlight.xml"/> Â <depends_on unit="g36_mag_3rd"/> Â <!-- <script_class name="weapon_player" class="BulletWeapon"/> Â <script_class name="weapon_ai" class="ScarAI"/> Â <script_class name="base" class="Scar"/> Â --> Â <script_class name="base" class="BulletWeapon"/> Â <stats block="base_data"/> Â <stats block="weapon_data"> Â <var name="ammo_type" value="556"/> Â <var name="length_from_root" value="125"/> Â <var name="clip_max" value="30"/> Â <var name="owner_align" value="primary_align"/> Â <var name="public_name" value="G36"/> Â <var name="anim_name" value="g36"/> Â <var name="hud_name" value="scar"/> Â Â <!-- Objects / Units --> Â <var name="object_ejector" value="shell"/> <!-- name of the ejector object --> Â <var name="object_muzzle" value="fire"/> <!-- name of the ejector object --> Â <var name="object_clip_align" value="mag_align"/> <!-- name of the ejector object --> Â <var name="unit_clip" value="g36_mag_3rd"/> <!-- name of the casing unit --> Â <var name="body_drop" value="main_body"/> <!-- name of the body to activate when dropping the gun --> Â Â <!-- Spread --> Â <var name="spread_normal" value="3.0"/> <!-- spread in normal mode + mods affect this --> Â <var name="spread_zoom" value="0.05"/> <!-- spread in zoomed mode + mods affect this --> Â Â <!-- Recoil --> Â <var name="recoil_normal" value="0.15"/> <!-- spread in zoomed mode + mods affect this --> Â <var name="recoil_zoom" value="1.5"/> <!-- spread in zoomed mode + mods affect this --> Â Â <!-- Fire modes --> Â <var name="fire_modes" value="2"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst --> Â <var name="fire_rate_semi" value="0.1"/> <!-- minimum time between bullets in semi mode --> Â <var name="fire_rate_auto" value="0.08333"/> <!-- time between bullets on full auto --> Â <var name="fire_rate_burst" value="0.1"/> <!-- time between bullets in burts mode --> Â <var name="fire_burst_count" value="3"/> <!-- the amount of bullets to fire in a row in burst mode --> Â Â Â Â <var name="fire_offensive" value="2"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst --> Â <var name="fire_defensive" value="1"/> <!-- what thread in SGunLogics this weapon uses when when in defensive --> Â <var name="fire_suppresive" value="4"/> <!-- what thread in SGunLogics this weapon uses when when in suppressed --> Â Â <!-- Effects --> Â <var name="effect_semi_flash" value="g36_muzzle_flash"/> <!-- muzzle effect on semi --> Â <var name="effect_auto_flash" value="g36_muzzle_flash"/> <!-- muzzle effect on auto --> Â <var name="effect_auto_end" value="g36_muzzle_smoke"/> <!-- smoke effect on barrel after auto --> Â <var name="effect_casing" value="556_shell_ejection"/> <!-- name of the casing effect --> Â <var name="effect_hit" value="bullet_hit"/> <!-- name of the hit effect --> Â <var name="effect_hit_physics" value="bullet_hit_rifle"/> <!-- name of the hit physics effect --> Â Â <!-- AI --> Â <var name="ai_shoot_delay" value="0.1"/> Â Â <!-- normal aim time for ai --> Â Â <var name="ai_reload_delay" value="4.3"/> Â Â <!-- relaod time --> Â <var name="ai_angle_req_near" value="30"/> Â <var name="ai_angle_req_far" value="5"/> Â Â Â <var name="bolt_lockup_time" value="0.6"/> <!-- bolt anim --> Â <var name="bolt_lock_time" value="0.1"/> <!-- bolt lock anim --> Â Â <!-- Moddable stats --> Â <var name="damage" value="2"/> <!-- weapon damage + mods affect this --> Â <var name="weight" value="1"/> <!-- weapon weight + mods affect this --> Â <var name="stability" value="1"/> <!-- weapon stability + mods affect this --> Â Â <!-- Mods --> Â </stats> Â Â <stats block="item_data"> Â <var name="inventory_slot" value="secondary"/> Â </stats> Â Â <sounds> Â Â <soundbank name="g36_sound_3rd"/> Â Â <soundbank name="foley_rifle_sound"/> Â <default_soundsource source="sound"/> Â </sounds> </unit> </units> Massive amount of the game is XML driven. I unpacked the bundle file and the game runs off the file system, so you can mod stuff and test it out. How you will be able to distribute a mod im not sure. Perhaps you can have it load multiple bundles. I've really not checked. I've also been working on the symantics of the scripting language. All the included script files are byte code compiled but i have managed to write my own script file and have it compile on the fly. It doesn't do anything but it is legit game scripting code. Edited May 6, 2006 by Nemon Quote Link to comment Share on other sites More sharing options...
Destructo Posted May 6, 2006 Share Posted May 6, 2006 (edited) Is it truely official that there is NO SDK coming for this game? If so..that's a death sentence for the game. I was considering buying it...but if that's the case...I guess i'll have to find another game. [Merged into existing thread - Please check before posting] Edited May 6, 2006 by Pave Low Quote Link to comment Share on other sites More sharing options...
Lethal.Ambition Posted May 6, 2006 Share Posted May 6, 2006 Did [GR] have a SDK? Quote Link to comment Share on other sites More sharing options...
tangokillah Posted May 8, 2006 Share Posted May 8, 2006 Stupid question.....whats an SDK? Quote Link to comment Share on other sites More sharing options...
SnowFella Posted May 8, 2006 Share Posted May 8, 2006 Take your pick Tangokillah SDK acronyms And yeah...it seems to be a fairly easy to understand weapon configuration file. Be intereresting to see what the g36.xml and g36_flashlight.xml files look like as the configuration seems to hint at those being model files. Quote Link to comment Share on other sites More sharing options...
buddhiraja73 Posted May 8, 2006 Share Posted May 8, 2006 It has been said that a sandbox type editor will be released for Graw. In such an editor, is it normally possible to change enemy placements, set their patrolling paths, add/delete enemies and set their platoons/groups etc. , like we could do by using Igor ? Does anybody know ? Thank you. Quote Link to comment Share on other sites More sharing options...
Waika Posted May 8, 2006 Share Posted May 8, 2006 (edited) No wonder all the complaints of bizarre reticule behavior, and incomprehensible weapon performance... If that's all there is it looks like the GRAW weapon metrics effecting accuracy from recoil, climb and posture are pretty crude -- even compared to Ghost Recon... Edited May 8, 2006 by Waika Quote Link to comment Share on other sites More sharing options...
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