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Author Topic: [Other] TM PC Modding API  (Read 27625 times)

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PWRBTTN

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Re: TM PC Modding API
« Reply #130 on: December 22, 2016, 08:16:42 PM »
What's going on in the new dev video? I don't understand.
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Gary

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Re: TM PC Modding API
« Reply #131 on: December 22, 2016, 08:24:40 PM »
What's going on in the new dev video? I don't understand.

At the end of the video it shows a new tab in the pause menu, titled Vehicles.

You can add stuff like that via modding.


               

Link to my youtube channel:
https://www.youtube.com/channel/UCo4rmelSOUB9YMM0Is-zWyQ

PWRBTTN

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Re: TM PC Modding API
« Reply #132 on: December 22, 2016, 08:42:15 PM »
What's going on in the new dev video? I don't understand.

At the end of the video it shows a new tab in the pause menu, titled Vehicles.

You can add stuff like that via modding.
I'm not sure that helped explain to me any better. What was the rasta for?
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Gary

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Re: TM PC Modding API
« Reply #133 on: December 22, 2016, 08:53:53 PM »
What's going on in the new dev video? I don't understand.

At the end of the video it shows a new tab in the pause menu, titled Vehicles.

You can add stuff like that via modding.
I'm not sure that helped explain to me any better. What was the rasta for?

When the rasta block is opened you can see "setup", whereas normally I don't think you would be able to. I assume that this is what pushed the player into the vehicles tab (pressing A to access setup while picking the rasta block).


               

Link to my youtube channel:
https://www.youtube.com/channel/UCo4rmelSOUB9YMM0Is-zWyQ

Craig

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Re: TM PC Modding API
« Reply #134 on: December 22, 2016, 11:02:03 PM »
What's going on in the new dev video? I don't understand.

At the end of the video it shows a new tab in the pause menu, titled Vehicles.

You can add stuff like that via modding.
I'm not sure that helped explain to me any better. What was the rasta for?

When the rasta block is opened you can see "setup", whereas normally I don't think you would be able to. I assume that this is what pushed the player into the vehicles tab (pressing A to access setup while picking the rasta block).
Correct. I just used the Rasta as an example, but normally the modder would create their own block, like an NPC Spawner for example, a block that has setup and that custom setup screen can be accessed from the prospect/interact screen like other built in blocks.

PWRBTTN

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Re: TM PC Modding API
« Reply #135 on: December 22, 2016, 11:12:58 PM »
What's going on in the new dev video? I don't understand.

At the end of the video it shows a new tab in the pause menu, titled Vehicles.

You can add stuff like that via modding.
I'm not sure that helped explain to me any better. What was the rasta for?

When the rasta block is opened you can see "setup", whereas normally I don't think you would be able to. I assume that this is what pushed the player into the vehicles tab (pressing A to access setup while picking the rasta block).
Correct. I just used the Rasta as an example, but normally the modder would create their own block, like an NPC Spawner for example, a block that has setup and that custom setup screen can be accessed from the prospect/interact screen like other built in blocks.
oh, I see. What about direct interaction, like with chests or shops?
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MrMarooca

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Re: TM PC Modding API
« Reply #136 on: December 22, 2016, 11:45:34 PM »
Quote
oh, I see. What about direct interaction, like with chests or shops?

Adding on to this, will we be able to make menus via the API similar to in-game scripted menus?
You want me to give a timeframe? haha I'd have more luck predicting the end of the world.

Craig

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Re: TM PC Modding API
« Reply #137 on: December 22, 2016, 11:59:44 PM »
oh, I see. What about direct interaction, like with chests or shops?
Yes that will be supported too.

Adding on to this, will we be able to make menus via the API similar to in-game scripted menus?
Yes, using C# you can completely bypass the normal game GUI and create your own, if you want. You'll also be able to suppress all the current HUD elements, and replace them with your own.


In terms of the custom UI (that you see in the video), I have created a standalone GUI library which has types for basic controls like labels, buttons, datafields, listboxes, dropdowns, sliders, etc. The new GUI is built using that library, and modders will have full access to that library to either build their own UI that mimics the games one, or build a completely different UI.

Of course, modders also have the option to just do everything themselves using SpriteBatch.

Note: Today I'm building an API for modders to create their own Arcade games for the Arcade block.
« Last Edit: December 23, 2016, 12:18:19 AM by Craig »

Dryym

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Re: TM PC Modding API
« Reply #138 on: December 23, 2016, 05:39:28 PM »
A few questions.

1: Will custom wearable avatars be easily moddable before they are a feature in the game?

2: Will they support texturable blocks?

3: Will they be able to be animated?

4: Will crouch models be able to be animated?

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Craig

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Re: TM PC Modding API
« Reply #139 on: December 23, 2016, 05:50:42 PM »
A few questions.

1: Will custom wearable avatars be easily moddable before they are a feature in the game?

2: Will they support texturable blocks?

3: Will they be able to be animated?

4: Will crouch models be able to be animated?

I don't know. Feature creep is starting to concern me. I now want to clamp down on new features and try to focus on "must do's" before early access release.