Terrain data format - Subnautica
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Terrain data format - Subnautica
Modding We are starting to see some really cool mods for Subnautica, which is impressive, because we did not create Subnautica with mod support in mind. We do not have...
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Are you guys going to add cows? I still have nightmares about the Minecraft cows, please don't!
Geez, for once you could stay on topic and avoid derailing a thread with your pointless spam.
It's called a joke, bud
It looked like MOOS to me as well.
That's a MOOt point and you know it! But why do you seem so angry \o/
Yeah, a nod at the modders who are basically modding without any insight as to why and how stuff works. Merely working from their own Unity experience and I'm guessing reverse engineering stuff... This nod will perhaps give those magic programmers more stuff to work out their ideas. Modders always amaze me when they mod seemingly locked down games!
Heck yeah, it's like I mentioned before in the Multiplayer Mod thread for Subnautica. There's an old FPS I loved to death called Starsiege: Tribes and its sequel, Tribes 2. The core vanilla games were fun enough, but the games took on a whole new level of fun once Shifter added their magic touches to the game. A short list of stuff the mods added that the core game didn't even cover included:
* Unique classes with strengths and weaknesses
* New weapon types, as well as new grenade/mines/utility pack options
* Constructable weapon turrets anywhere on the map, as well as new support beacons
* A frickin' scoring system with a leaderboard... didn't the developers even consider that?
And they weren't the only modders also. Other people turned the FPS game into a freeform Construction game (the core game had limits to the shield walls/floors/base support items you could build) or a RTS game (you had to use the E.L.F. gun to "gather material" in order to build deployable structures) or even a football game (Yup, football modified into a FPS game...) The flag from the "Capture the Flag" mode was the football... you could pick it up and kick it, pass it to teammates, try to steal it from the enemy team and score points by reaching the "field goal" (the enemy's base) lol.
The point of this all is to say that sometimes modding games don't always have a practical point, but to see what all a game engine is capable of doing and to find its practical limits. Sometimes it adds a lot more fun and replayability into a game by doing things the game wouldn't normally let you do (see also: Game Genie, GameShark, and hexadecimal codes for amusing alterations of video games.) I find it fascinating to see how games can be changed and remolded, and the devs at UWE are giving modders a nod with some details in how the terrain data is accessed should be interesting to keep up with. In short, new stuff = fun stuff, even if it's pointless... cuz in the end, it just adds more fun and amusement to an already awesome game.
My fav was as some of you probably know Forgotten Hope and to a lesser extent Forgotten Hope 2 (merely because it had to fill the HUGE shoes of the first mod, which it wasn't really able to live up to).
i just wish modding would be on the level of GoldSrc, but the big companies keep trying to make it so damn difficult to mod instead of helping modders out. Although Steam Workshop seems to be a neat thing a lot of smaller game designers are using nowaways...
Instead of behaving like such in the face of modders appearing to ''enhance'' their game i see they've decided to help them instead. My respect for Subnautica Devs was already high, its now gotten even higher! Kudos to you guys
Well, it was quite obvious they simply didn't have the resources for modding support for anyone who knows where they came from.
UWE basically exists because of modding, modding on GoldSrc with Natural Selection and their emphasis on modding support for Naturals Selection 2 and the way they made the Spark engine. The thing with that second part though, the engine was constantly subject to actual engine updates, so the mods that were made also had to constantly check to see what changed and how to fix their mods. Lack of a proper mod frame work, to make modding a bt more independent from engine changes would've helped. But again, their team is a tiny indie dev team, so that kinda carries through to Subnautica on an engine they are figuring out themselves as well (Unity)
Yep, ie: Desert Combat basically spawned the modern warfare Battlefield series. Modding is highly underappreciated in this day and age, mostly because of financial reasons. A game having that longer lifespan because of modding, is less profitable for when the "next game" comes out.
On the other hand, Indie developers do seem to benefit a lot from modding, longevity of their game gives them more exposure. What with not having the marketing army the big companies have, all for that one trick pony cookie cutter game with small additions each year
I thought the Star Wars 3D shooter was based on 2142, not 1942? Or was there one for both?
http://www.moddb.com/mods/battlefield-galactic-conquest
Nice. Here's the 2142 one (the only reason I bothered picking up 2142, actually) http://www.moddb.com/mods/first-strike