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Gzumillo  |
Beginner | Member since: 24.03.2008, 05:03 | Posts: 6 |
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Post Topic: Posted 24.03.2008, 05:27 |
Hi there!  I'm not sure I'm asking this in the right place.. But I'm curious as to the flexibility of the sdk, what sort of things can I change and what can I not change? Because I have this possibly interesting idea for a mod, but might not be possible to create it, as it would require a lot of fundamental modifications. I searched for this information quite a lot, but couldn't find it. ?(
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Gzumillo  |
Beginner | Member since: 24.03.2008, 05:03 | Posts: 6 |
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Post Topic: Posted 24.03.2008, 18:41 |
here's what i mean: someone said "Compilation is only required if you make a change to the actual CryEngine2 source code..." ok, but 'actual cryengine source' is a little vague. what part of the cryengine source code is available right now? I bet there's a documentation in some obvious place I checked twice! hehe..
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Cry-JR  |
Crytek Staff Member | Member since: 02.08.2005, 19:01 | Posts: 2162 | Location: Crytek HQ |
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Post Topic: Posted 24.03.2008, 18:51 |
The SDK doesn't include any CryEngine2 sourcecode, except the interfaces  With the SDK you have full access to the Game Sourcecode (Crysis Game-Logic). So it depends on your fundamental modifications, if you need a licence for the CryEngine2 (full engine sourcecode), or not.
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Gzumillo  |
Beginner | Member since: 24.03.2008, 05:03 | Posts: 6 |
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Post Topic: Posted 24.03.2008, 19:36 |
aah! thanks!  that helped clarify things a little. Ok, so obviously with the sdk you can't mess with the renderer and other stuff... but I can make very different games like, for example, a online car race game where one of the players, instead of playing, is changing the world and the track during the race to make the lives of the other players miserable. the example sounds idiotic, i konw :tongue: but if something that different from crysis and unusual is possible to make, then it's prety amazing! (btw, no, that's not the possibly interesting mod i mentioned earlier lol!)
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modsuki  |
24/7 Modder | Member since: 02.02.2007, 07:25 | Posts: 4528 | Status: Online |
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Post Topic: Posted 05.04.2008, 14:05 |
Hey, where are the original flownode files?? I searched gamedata.pak, but I can't find them.
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RealmRPGer  |
Beginner | Member since: 10.04.2008, 04:43 | Posts: 57 | Location: Bellevue, WA |
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Post Topic: Posted 10.04.2008, 07:17 |
Somebody should come up with some documentation for the kinds of things you can modify in Lua (vs everything else in C++). Mainly because I'll be doing the brunt of my editing in C++, and I'd like to know what changes I should be keeping within Lua (or possible unexpected behavior resulting from Lua files when modifying C++ code).
Last edited by RealmRPGer on 10.04.2008, 07:17, edited 1 time in total.
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jlim  |
Uber Modder | Member since: 01.12.2007, 14:36 | Posts: 1667 |
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Post Topic: Posted 22.06.2008, 14:53 |
sorry for being an uber noob at this stuff and if its in the wrong topic,thread etc but..
i wanted to change the parameters of some things, such as the flashlight, so i unzipped the GameData.Pak file, found at this location "GameData\Scripts\Entities\Items\XML\Accessories" a file called "LAMFlashLight.xml" which is basically the parameters for the pistal flashlight.
i opened the xml in Notepad and saved it out as an xml file.
i then winzipped the GameData - noticing that the file size is different from the original which obviously means that the compression wasnt the same, and changed the extension back from .zip to .pak
i then delete the original Gamedata.pak from crysis folders and replace it with the new one.
but then SB crashes and wont open because of it - though i can safely replace that with the original .pak file and all is fine.
so how are ppl able to change the LUA files and replace them ?
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p5ym0n  |
Uber Modder | Member since: 19.08.2007, 23:06 | Posts: 1203 | Location: Bristol, UK |
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Post Topic: Posted 22.06.2008, 15:26 |
Extract the files individually into a MOD folder structure.
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MrXToTheN  |
Trainee | Member since: 26.06.2008, 13:15 | Posts: 184 | Location: Hamburg/Germany |
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Post Topic: Posted 04.08.2008, 18:37 |
Can't u guys please release some documentation?
I really need documentation to: - atomic goals in Crysis - system callbacks (AI events) - animation system - AI information in general - C++ game functions
I read the FarCry AI Manual and it is a good base, but many things in Crysis are different than in FarCry.
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[DBD]Mephisto03  |
Uber Modder | Member since: 30.10.2007, 00:40 | Posts: 2601 | Location: USA |
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Post Topic: Posted 04.08.2008, 19:48 |
[quote:****][i:****]Originally posted by MrXToTheN[/i:****] Can't u guys please release some documentation?
I really need documentation to: - atomic goals in Crysis - system callbacks (AI events) - animation system - AI information in general - C++ game functions
I read the FarCry AI Manual and it is a good base, but many things in Crysis are different than in FarCry.[/quote:****]
Have you tried looking in the [url=http://wiki.crymod.com/index.php/Main_Page:****]Crywiki[/url:****] for possible information?
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MrXToTheN  |
Trainee | Member since: 26.06.2008, 13:15 | Posts: 184 | Location: Hamburg/Germany |
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Post Topic: Posted 04.08.2008, 20:27 |
I did, but the Wiki has no explanation for the most entries and an official documentation á la the one released with Far Cry back then would be very good.
You can understand many things by just testing stuff out, but nothing beats a real documentation.
I really liked to see more official docs.
Last edited by MrXToTheN on 04.08.2008, 20:28, edited 1 time in total.
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[DBD]Mephisto03  |
Uber Modder | Member since: 30.10.2007, 00:40 | Posts: 2601 | Location: USA |
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Post Topic: Posted 04.08.2008, 20:59 |
Quote: Originally posted by MrXToTheN I did, but the Wiki has no explanation for the most entries and an official documentation á la the one released with Far Cry back then would be very good.
You can understand many things by just testing stuff out, but nothing beats a real documentation.
I really liked to see more official docs. Yes but documentation doesn't always tell you everything. And it highly depends on the person writing it and the people writing down valued information during the production period. Troubleshooting your own issues is a very good skill to acquire. Although during my Animation troubleshooting times I have some people in the animation department of Crytek to turn to and ask for help my questions usually are formed in "this is what i'm doing, this is whats happening, this is what I think is going wrong, and this is how I think I should be fixing it". By being specific in my troubleshooting and contributing how I view it might need to be fixed, it makes it easier for people helping in figuring out my process and what I might be doing or thinking wrong. Communication is key in troubleshooting, documentation or not.
Last edited by [DBD]Mephisto03 on 04.08.2008, 21:01, edited 2 times in total.
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BuckyBoy  |
Beginner | Member since: 16.08.2008, 16:15 | Posts: 19 |
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Post Topic: Posted 19.08.2008, 23:46 |
hmm... i just tried to download scaleform sdk.. but i had to go thru a complicated registration process first and now i have to wait 24hrs if they accept me or not.. probably not, because i don't own a "company".. anyways what a major pain in the *** !!
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subject_q  |
Beginner | Member since: 26.04.2008, 18:25 | Posts: 10 | Location: UK |
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Post Topic: Posted 03.09.2008, 11:14 |
Ive just dropped into this thread and dont know if Im on the same page, but @ buckyboy;
Your flash files dont need to be .gfx files, scaleform can, and does, use swf files instead. Gfx format probably just has some alterations for game use, but its not essential.
In the Game->pak files, alongside most .gfx files is an identical .swf file. Sothinkâ„¢ swf decompiler can turn all the swfs into .fla files for editing/re-compiling with tweaks etc. so you dont need scaleform sdk.
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zokomo  |
Trainee | Member since: 10.01.2009, 17:22 | Posts: 158 |
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Post Topic: I want to create a custom multiplayer mode for a personal le Posted 11.01.2009, 19:15 |
Sorry for kicking this thread up, but can any one tell whether i have to use Lua or C++ to achieve this.
I am rather new to game dev (developing windows apps in general) but if i have the source code can i build a exe that runs mods, some basic game feature,etc please clarify.
Thanks.
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