New Client & Broken Mods

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CradilySlime
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Re: New Client & Broken Mods

Unread post #61 by CradilySlime » Thu Jul 27, 2017 9:51 am

he's never fix cell part on creature editor


Image[/url] i have :ccp:

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Re: New Client & Broken Mods

Unread post #62 by paranoid_modder » Thu Jul 27, 2017 11:22 am

TheUltraCube6723 wrote:
paranoid_modder wrote:
TheUltraCube6723 wrote:
Making the SOL infinite still works, I might make a mod.


that would be great! im gonna miss my old mods if they dont work


Now if I stop being lazy, I'll make the mod. Do you mind if I also change the description, and projectile speed?


should be just fine! as long as it works :P let me know when you have it, if you can.
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Re: New Client & Broken Mods

Unread post #63 by TheUltraCube6723 » Fri Jul 28, 2017 12:52 am

paranoid_modder wrote:
TheUltraCube6723 wrote:
paranoid_modder wrote:
that would be great! im gonna miss my old mods if they dont work


Now if I stop being lazy, I'll make the mod. Do you mind if I also change the description, and projectile speed?


should be just fine! as long as it works :P let me know when you have it, if you can.


It will work, that's a 100% promise. And there's no reason why it shouldnt work. Just unpack Spore_Game, make a copy of the genesisdevice.prop.xml file, create a new project in Sporemodder. And then you create the spacetools~ folder, import the genesisdevice.prop.xml file.

Change the "spacetoolusesammo" (or something along those lines) property to "false"

Finally, you pack the mod.
Just another fellow user.

It's possible to improve Spore's graphics using Reshade. I'm planning a V0.2 public release soon

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Re: New Client & Broken Mods

Unread post #64 by paranoid_modder » Sat Jul 29, 2017 4:54 pm

TheUltraCube6723 wrote:
paranoid_modder wrote:
TheUltraCube6723 wrote:
Now if I stop being lazy, I'll make the mod. Do you mind if I also change the description, and projectile speed?


should be just fine! as long as it works :P let me know when you have it, if you can.


It will work, that's a 100% promise. And there's no reason why it shouldnt work. Just unpack Spore_Game, make a copy of the genesisdevice.prop.xml file, create a new project in Sporemodder. And then you create the spacetools~ folder, import the genesisdevice.prop.xml file.

Change the "spacetoolusesammo" (or something along those lines) property to "false"

Finally, you pack the mod.


oh, well that sounds fairly simple, but i have never modded before, and i havent used spore modder, so i rather not risk breaking my game..
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Re: New Client & Broken Mods

Unread post #65 by rob55rod » Sat Jul 29, 2017 5:10 pm

paranoid_modder wrote:
TheUltraCube6723 wrote:
paranoid_modder wrote:
should be just fine! as long as it works :P let me know when you have it, if you can.


It will work, that's a 100% promise. And there's no reason why it shouldnt work. Just unpack Spore_Game, make a copy of the genesisdevice.prop.xml file, create a new project in Sporemodder. And then you create the spacetools~ folder, import the genesisdevice.prop.xml file.

Change the "spacetoolusesammo" (or something along those lines) property to "false"

Finally, you pack the mod.


oh, well that sounds fairly simple, but i have never modded before, and i havent used spore modder, so i rather not risk breaking my game..

Wow...your name really is accurate? The risk is near-zero, and the risk of irrepairable damage is zero, yet you refuse to even try.

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Re: New Client & Broken Mods

Unread post #66 by paranoid_modder » Sun Jul 30, 2017 9:54 am

rob55rod wrote:
paranoid_modder wrote:
TheUltraCube6723 wrote:
It will work, that's a 100% promise. And there's no reason why it shouldnt work. Just unpack Spore_Game, make a copy of the genesisdevice.prop.xml file, create a new project in Sporemodder. And then you create the spacetools~ folder, import the genesisdevice.prop.xml file.

Change the "spacetoolusesammo" (or something along those lines) property to "false"

Finally, you pack the mod.


oh, well that sounds fairly simple, but i have never modded before, and i havent used spore modder, so i rather not risk breaking my game..

Wow...your name really is accurate? The risk is near-zero, and the risk of irrepairable damage is zero, yet you refuse to even try.


you bet your sweet behind it is accurate. and well, as i said. i dont have much experience with modding, so i guess i didnt know that the risk of damaging the game could be NEAR ABSOLUTE ZERO!!!1!1 :roll: gosh, im really sorry...........plus, im not terribly interested in modding, but im always up for learning a thing or two...
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Re: New Client & Broken Mods

Unread post #67 by rob55rod » Sun Jul 30, 2017 10:56 am

paranoid_modder wrote:
rob55rod wrote:
paranoid_modder wrote:
oh, well that sounds fairly simple, but i have never modded before, and i havent used spore modder, so i rather not risk breaking my game..

Wow...your name really is accurate? The risk is near-zero, and the risk of irrepairable damage is zero, yet you refuse to even try.


you bet your sweet behind it is accurate. and well, as i said. i dont have much experience with modding, so i guess i didnt know that the risk of damaging the game could be NEAR ABSOLUTE ZERO!!!1!1 :roll: gosh, im really sorry...........plus, im not terribly interested in modding, but im always up for learning a thing or two...

I apologize, I realize now that what I said somewhat sounded like an attack on you, which was not my intention at all. I wouldn't say modding in general is zero-risk...fairly low-risk, but hardly non-zero, but these particular instructions are very safe.

Additionally, part of why I made the jump is because between SporeModder and the ModAPI, we have more power over the game than ever before...and yet there are very few mod developers around to take advantage of that power, leaving me desperate to do anything and everything I can to help anyone who is at all interested in building their own mods to achieve those goals and build the skills needed, in an attempt to help the development scene grow and ensure there will be someone around once Emd and I are no longer able to.

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Re: New Client & Broken Mods

Unread post #68 by paranoid_modder » Sun Jul 30, 2017 1:35 pm

rob55rod wrote:
paranoid_modder wrote:
rob55rod wrote:Wow...your name really is accurate? The risk is near-zero, and the risk of irrepairable damage is zero, yet you refuse to even try.


you bet your sweet behind it is accurate. and well, as i said. i dont have much experience with modding, so i guess i didnt know that the risk of damaging the game could be NEAR ABSOLUTE ZERO!!!1!1 :roll: gosh, im really sorry...........plus, im not terribly interested in modding, but im always up for learning a thing or two...

I apologize, I realize now that what I said somewhat sounded like an attack on you, which was not my intention at all. I wouldn't say modding in general is zero-risk...fairly low-risk, but hardly non-zero, but these particular instructions are very safe.

Additionally, part of why I made the jump is because between SporeModder and the ModAPI, we have more power over the game than ever before...and yet there are very few mod developers around to take advantage of that power, leaving me desperate to do anything and everything I can to help anyone who is at all interested in building their own mods to achieve those goals and build the skills needed, in an attempt to help the development scene grow and ensure there will be someone around once Emd and I are no longer able to.


dont worry about it, no harm done :D

and i see what you mean, im very impressed someone is still doing so much for the game to this day, tbh, and its incredible the lenghts that you and davo and others here go to to keep spore and its mods alive. as much as i would love to help with the modding, im afraid is just not my type of thing, HOWEVER, i am taking classes in 3D modeling, so im not completly closed to the idea. I could see myself maybe making some parts for the creature editor :O not 100% about animating them, but defenetly make something simple like a detail part or a head.. but at the same time, i dont have all the time in the world, considering uni starts again soon.
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Re: New Client & Broken Mods

Unread post #69 by dantem977 » Wed Aug 02, 2017 2:38 pm

when is dark injection going to work with new spore client?

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Re: New Client & Broken Mods

Unread post #70 by rob55rod » Wed Aug 02, 2017 3:27 pm

dantem977 wrote:when is dark injection going to work with new spore client?

Soon, very soon.

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Re: New Client & Broken Mods

Unread post #71 by dantem977 » Wed Aug 02, 2017 3:54 pm

ok thanks

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Re: New Client & Broken Mods

Unread post #72 by dantem977 » Thu Aug 03, 2017 9:04 am

btw when should i expect the dark injection new spore client fix to be out and what versions of the mod will this fix be applied to
and were will the download be at for the new spore client di fix sorry for all the question i'm just the type of person that likes to know
as much info as possible on a subject.

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Re: New Client & Broken Mods

Unread post #73 by dantem977 » Thu Aug 03, 2017 2:19 pm

can someone answar my question plz.

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Re: New Client & Broken Mods

Unread post #74 by rob55rod » Thu Aug 03, 2017 2:23 pm

dantem977 wrote:btw when should i expect the dark injection new spore client fix to be out

I don't know exactly when. Won't be too much longer though.


dantem977 wrote:and what versions of the mod will this fix be applied to

The next Public version. I don't know what build that will be yet.

dantem977 wrote:and were will the download be at for the new spore client di fix

Same place as usual...

dantem977 wrote: sorry for all the question i'm just the type of person that likes to know as much info as possible on a subject.

Don't be sorry, it's fine...I know the feeling. (Although in future, it'd help if it didn't take 10 minutes just to find each point where one question ends and the next begins. I don't mean to be rude, but the lack of punctuation in that message made it rather difficult to tell what you were asking.)

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Re: New Client & Broken Mods

Unread post #75 by dantem977 » Thu Aug 03, 2017 2:37 pm

ok thanks.

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Re: New Client & Broken Mods

Unread post #76 by dantem977 » Thu Aug 03, 2017 4:20 pm

btw is infinte sol and tool mod going to be fixed?

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Re: New Client & Broken Mods

Unread post #77 by dantem977 » Sat Aug 05, 2017 11:11 am

sorry to have to ask you this and a know this question dosent belong on this part of the fourm but i don't know were to ask it so
heres the question in dark injections mod why do the bot parts color to color of the creature why are they not metal looking?

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Re: New Client & Broken Mods

Unread post #78 by rob55rod » Sat Aug 05, 2017 11:41 am

dantem977 wrote:sorry to have to ask you this and a know this question dosent belong on this part of the fourm but i don't know were to ask it so
heres the question in dark injections mod why do the bot parts color to color of the creature why are they not metal looking?

That would be a bug. Would you mind posting a screenshot of the affected parts?

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Re: New Client & Broken Mods

Unread post #79 by dantem977 » Sat Aug 05, 2017 12:48 pm

i could if i was not using the new spore client but a'll tell you what when dark injections new fix is done and i download it a'll do that but
theres realy no reson to becose i know what parts are affected and you may not belive it but all the bot parts that are affected exsept the grox parts.

and the reson i know even though i'm using the new spore client is becos i just updated spore about a day ago i have spore on steam.

and before i updated i had di installed.
p.s
sorry for the spelling errors i'm not the best speller.

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Re: New Client & Broken Mods

Unread post #80 by dantem977 » Sat Aug 05, 2017 1:06 pm

p.s i uninstalled di so when i updated spore it would be a clean install
just letting you know.


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