deciphering spore code

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uncle bourbon
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deciphering spore code

Unread post #1 by uncle bourbon » Tue May 09, 2017 6:23 am

origin spores code layout, post findings and such here



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Re: deciphering spore code

Unread post #2 by uncle bourbon » Tue May 09, 2017 6:25 am

hash names in script are links to another script

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Re: deciphering spore code

Unread post #3 by rob55rod » Tue May 09, 2017 8:18 am

...what do you mean by "code layout"? And what "script" are you referring to?

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Re: deciphering spore code

Unread post #4 by uncle bourbon » Fri May 12, 2017 8:25 am

rob55rod wrote:...what do you mean by "code layout"? And what "script" are you referring to?
scripts, otherwise called coding

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Re: deciphering spore code

Unread post #5 by uncle bourbon » Fri May 12, 2017 8:28 am

uncle bourbon wrote:
rob55rod wrote:...what do you mean by "code layout"? And what "script" are you referring to?
scripts, otherwise called coding
and i mean how the prop files an such are interconnected, like finding out what parts are used by the ai

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Re: deciphering spore code

Unread post #6 by uncle bourbon » Fri May 12, 2017 8:35 am

found the reason we cant edit the editor files directly, there are three separate parts, ive found two, the first is linked to the others. still searching for the last, me thinks its in the spore_content.package, or maybe its in the hidden file which i can't open due to it being a .@package file

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Re: deciphering spore code

Unread post #7 by uncle bourbon » Thu May 18, 2017 2:38 pm

anything in the spore_game.package under planetscripts has to do with terrain

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Re: deciphering spore code

Unread post #8 by uncle bourbon » Thu May 18, 2017 3:17 pm

in the spore_game.package file, the file gametuning contains many things that control rates and values that affect the space stage

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Re: deciphering spore code

Unread post #9 by Davo » Fri May 19, 2017 1:08 pm

i think the modding community is far ahead of where you are at. we have sifted thru those file over and over. you should not give up researching but maybe look online for better developments on what other modders have discovered. look up the level editor mod for starts. this game is 9 years old and alot of the code has been discovered already. im just thinking youll benefit looking up what others have found before trying to organize a mass thread for new discoveries
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Re: deciphering spore code

Unread post #10 by uncle bourbon » Fri May 19, 2017 2:30 pm

Davo wrote:i think the modding community is far ahead of where you are at. we have sifted thru those file over and over. you should not give up researching but maybe look online for better developments on what other modders have discovered. look up the level editor mod for starts. this game is 9 years old and alot of the code has been discovered already. im just thinking youll benefit looking up what others have found before trying to organize a mass thread for new discoveries

ok, on it


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