Spore ModAPI

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rob55rod
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Re: Spore ModAPI

Unread post #21 by rob55rod » Sat Jul 29, 2017 5:17 pm

Raptorians wrote:
rob55rod wrote:
Raptorians wrote:The launcher keeps launching Spore with the less-powerful integrated graphics and not the graphics card, even when I set the launcher to use the graphics card. Is there a way to fix this yet?

Go to your Galactic Adventures "Data" folder, copy the "Config" folder to a new folder called "Data" in the folder containing the "Spore ModAPI Launcher" folder. So in the end, these should both exist:
.\Spore ModAPI Launcher
.\Data\Config

Didn't work for me. The graphics are still flat and there's a bit of lag. So essentially, what I'm trying to do is have the launcher run Spore with the NVIDIA card instead of the Intel graphics, but it keeps starting it with Intel...

Hmm...tried setting the default card? (I apologize, I think I may have previously mistaken this for a misinterpretation of the problem .-. )



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Re: Spore ModAPI

Unread post #22 by Raptorians » Sat Jul 29, 2017 5:28 pm

rob55rod wrote:
Raptorians wrote:
rob55rod wrote:Go to your Galactic Adventures "Data" folder, copy the "Config" folder to a new folder called "Data" in the folder containing the "Spore ModAPI Launcher" folder. So in the end, these should both exist:
.\Spore ModAPI Launcher
.\Data\Config

Didn't work for me. The graphics are still flat and there's a bit of lag. So essentially, what I'm trying to do is have the launcher run Spore with the NVIDIA card instead of the Intel graphics, but it keeps starting it with Intel...

Hmm...tried setting the default card? (I apologize, I think I may have previously mistaken this for a misinterpretation of the problem .-. )

Huh, weird, I thought I set it earlier, but when I right-clicked, it said that the integrated graphics were still default. However, running it with the graphics card did work! I'll see if I can try and get it to stay. Thank you!

EDIT: The exe launched through the launcher is actually a different, patched exe, which explains why it had different settings than the SporeApp.exe. I no longer have to right click every time! Although I can't run the launcher through Steam (as in it won't say I'm playing anything/can't use the in-game overlay), so perhaps a suggestion to look into making it compatible in the future?
Last edited by Raptorians on Mon Aug 07, 2017 5:26 pm, edited 1 time in total.

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Re: Spore ModAPI

Unread post #23 by Acidic Reign » Sat Jul 29, 2017 7:05 pm

I'm having an issue with the installer as of right now. I placed the installer in a random new folder i created, and it says "Spore ModAPI Easy Installer has stopped working" EVERY TIME i open it, even as administrator. Is there a fix?
I'd also like to add that I am able to launch it through WinRAR, but it says I need to run it as administrator and i don't know how to do it through WinRAR. So I'm stuck.

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Re: Spore ModAPI

Unread post #24 by rob55rod » Sat Jul 29, 2017 8:08 pm

Raptorians wrote:
rob55rod wrote:
Raptorians wrote:Didn't work for me. The graphics are still flat and there's a bit of lag. So essentially, what I'm trying to do is have the launcher run Spore with the NVIDIA card instead of the Intel graphics, but it keeps starting it with Intel...

Hmm...tried setting the default card? (I apologize, I think I may have previously mistaken this for a misinterpretation of the problem .-. )

Huh, weird, I thought I set it earlier, but when I right-clicked, it said that the integrated graphics were still default. However, running it with the graphics card did work! I'll see if I can try and get it to stay. Thank you!

Great to hear :V

Acidic Reign wrote:I'm having an issue with the installer as of right now. I placed the installer in a random new folder i created, and it says "Spore ModAPI Easy Installer has stopped working" EVERY TIME i open it, even as administrator. Is there a fix?
I'd also like to add that I am able to launch it through WinRAR, but it says I need to run it as administrator and i don't know how to do it through WinRAR. So I'm stuck.

What OS do you use? And did you extract all of the files in the ModAPI ZIP to that folder, or just the Easy Installer?

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Re: Spore ModAPI

Unread post #25 by Acidic Reign » Sat Jul 29, 2017 8:13 pm

I use Windows 7 Home Premium.
And no, I haven't extracted them yet, but I'll try now.
EDIT: It seems to be working now. Thank you!!

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Re: Spore ModAPI

Unread post #26 by SpoffitMaster » Wed Oct 04, 2017 7:04 am

Would it be possible for you to release the work space of an example mod to show how to use the SDK.
Thanks in advance.
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Re: Spore ModAPI

Unread post #27 by Emd4600 [ASR] » Fri Oct 06, 2017 1:20 pm

The school year has started again for me so now I have a lot less time to work in these things. There's an update for the ModAPI SDK under development and I'd like to release it in the next few weeks, but I might be busy so I can't say for sure. That update will come with an online documentation that will hopefully help to clarify what each thing does.

I'd also like to make tutorials and, as you have suggested, some examples, but again I don't know when that will be done (if it is ever to be done, that is).
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Re: Spore ModAPI

Unread post #28 by SpoffitMaster » Fri Oct 06, 2017 2:01 pm

That is fine I can understand you being under time contrasts, so I am willing to wait until you have time.
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Re: Spore ModAPI

Unread post #29 by Emd4600 [ASR] » Fri Nov 10, 2017 1:58 pm

After a long time of development, the new version of the Spore ModAPI Development Kit, which allows you to create mods for Spore using C++, is finally out!

As of this day, no other person has used the ModAPI SDK for creating mods, and the reason is clear: it was way to complicated and there was no way to know what you had to do. This update adds many features and most of the old code has been rewritten, making it a lot easier to use and understandable.

And in order to make everything simpler, an online documentation has been created, which includes tutorials and small examples (those can be found in the “Related Pages” section):

http://davoonline.com/sporemodder/emd4600/SporeModAPI/index.html

These are some of the features that this development kit includes:

  • Models: It is possible to display and transform models in the game.
  • Effects: This update allows you to use effects in the game.
  • User interface: The ModAPI includes lots of classes and functionalities that allow you to create user interfaces from the code and interact with them.
  • Game modes/cameras: A key feature of the ModAPI is the ability to create new game modes (and their cameras) which can be controlled with the mouse and keyboard.
  • Properties and resources: Working with .prop files (using them to read/save information) is supported by the ModAPI, as well as interacting with .package files and everything they contain.
  • Cheats: The cheat console is supported in the ModAPI, allowing you to create new cheats and print text to the console.
  • Detouring: Detouring is an important feature in the ModAPI which is used to “redirect” (i.e. change the code) of Spore methods. Most methods that are documented in the ModAPI can be detoured.



Now, is this the last update? Yes and no. It is the alst big update, but I plan to release small updates which add support for specific features in the game (for example, one would be for editors, another one for the creature stage, etc). But for now, you can start playing with the ModAPI!

The download link is in the main thread. You can also download it here https://sporemodder.wordpress.com/spore-modapi/
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Re: Spore ModAPI

Unread post #30 by Snaid1 » Tue Nov 21, 2017 11:24 am

Fantastic Work EMD! I will definitely play around with this when I get the chance!
A quick question for you, does this give enough access to Spore's code that a mod to allow you to get custom category parts in the creature stage is now theoretically possible?

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Re: Spore ModAPI

Unread post #31 by rob55rod » Tue Nov 21, 2017 1:08 pm

Snaid1 wrote:A quick question for you, does this give enough access to Spore's code that a mod to allow you to get custom category parts in the creature stage is now theoretically possible?

That never required the ModAPI, just some research into how previous mods pulled it off.

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Re: Spore ModAPI

Unread post #32 by eme12 » Sat Dec 09, 2017 7:19 am

hey can you friend me on discord i need help im a stupid child who doesnt know what to do
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Re: Spore ModAPI

Unread post #33 by Snaid1 » Mon Dec 11, 2017 11:04 pm

rob55rod wrote:
Snaid1 wrote:A quick question for you, does this give enough access to Spore's code that a mod to allow you to get custom category parts in the creature stage is now theoretically possible?

That never required the ModAPI, just some research into how previous mods pulled it off.


O.o I didn't know any other mods did this! not to get too off topic but do you happen to recall the names of any of them?

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Re: Spore ModAPI

Unread post #34 by rob55rod » Mon Dec 11, 2017 11:12 pm

Snaid1 wrote:
rob55rod wrote:
Snaid1 wrote:A quick question for you, does this give enough access to Spore's code that a mod to allow you to get custom category parts in the creature stage is now theoretically possible?

That never required the ModAPI, just some research into how previous mods pulled it off.


O.o I didn't know any other mods did this! not to get too off topic but do you happen to recall the names of any of them?

I believe BetterSpore managed it back in its day...


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