Windforge

Windforge

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ParadoxGate 26 Sep, 2014 @ 7:53pm
[Mod] Elemental Turrets
Just a little mod that adds several turret types I thought were missing.

For now, just 4, though I have more ideas:
  • Acid Vial Turrets (shoots an acid vial (the grenade))
  • Molotov Cocktail Turrets (shoots molotov cocktails)
  • Flamethrower Turrets
  • Dirt Blaster Turrets (great for blocking off pesky propellers and turrets)

They seem about as balanced as cluster bomb turrets, based on a quick combat test, and actually give a decent use to jade steel! :D

Everything this mod adds is based off of the existing turrets for now, including shop pricing, availability, and the armor stats.

Unfortunately, these don't use the actual grenades as ammo. Afaict, the engine just has a toggle between heavy machine gun ammo and artillery ammo. To make up for that, the turrets instead cost a fair few grenades to make them.

Get it at Dropbox Link[www.dropbox.com]

To install:
  1. Unzip the zip file into Windforge\Data\, merge folders if prompted.
  2. Double-click on Data\Mods\updateModList.bat
  3. Start the game
  4. Installing will happen
  5. Windforge should restart (if it doesn't, do it manually)
  6. Turn your enemies into a flaming pool of sludge!

Let me know if there's anything you would change, and any ideas for new turrets. Next on my list is:
  • Mine layer (inspired by this post[forum.snowedin.ca])
  • Hydrogen Blaster turret (Samarius)

Unpacking your BIG.FILE is not necessary! (the mod supports it if you want to though)
Last edited by ParadoxGate; 29 Jun, 2015 @ 9:49pm
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Showing 1-15 of 28 comments
ParadoxGate 28 Sep, 2014 @ 1:25pm 
Updated to v1.0.1:
  • Unpacking your BIG.FILE is no longer necessary (but still supported)!

Next on my list is more turret types :)
ParadoxGate 5 Oct, 2014 @ 8:48pm 
Updated to v1.0.2:
  • Added flamethrower turret
  • Added dirt blaster turret (great for obstructing pesky propellers and turrets)
  • Pulled IO operations out into an external library
  • Now even easier install process!

The library (BigFileIO) is available here[forum.snowedin.ca] for those interested, but is also zipped into the mod for ease of use.
Last edited by ParadoxGate; 5 Oct, 2014 @ 9:23pm
asdfasdf 10 Oct, 2014 @ 8:36pm 
Nice :)
ParadoxGate 21 Dec, 2014 @ 10:07pm 
Updated to v1.1:
  • Ported over to my new mod loader[forum.snowedin.ca] (Included in download)
  • Even easier install process, much faster too!
Last edited by ParadoxGate; 21 Dec, 2014 @ 10:08pm
Vazrua 6 Jan, 2015 @ 11:36am 
Hey Paradox, I downloaded your mod and I'm gonna have a go at trying out your turrets, looking forward to it. Was wondering if you thought of making the hydrogen blaster into a turret at any point? as a sort of mock jet propulsion system, I guess.
ParadoxGate 7 Jan, 2015 @ 2:38pm 
Hey thanks for the idea! I'll add that to the list.
Let me know how it goes :)
Shirsh 16 Jan, 2015 @ 12:26am 
Ummm, excuse me, can you explain how to uninstall or add another mod?
here's my story (sorry for bad english):
I'm interested in messing with graphics so for start I make "test" folder in "Windforge/data/mods", with "Textures\Characters\MaleAvatar\Reference\" path in in it, and put differently coloured waist.dds inside. I start game, UnlockDevMode, pressed F12, in appeared cmd.exe window I see only "Found Big.file, reading..., found 15260 files". I have no idea how to make it do the same thing that it do when I was installing your mod :(
have no idea how to run windforge with unpacked big.file either: had a screen without menu
Last edited by Shirsh; 16 Jan, 2015 @ 2:02am
ParadoxGate 18 Jan, 2015 @ 1:32pm 
hmm. First off, if you've installed my mod, it has edited BIG.FILE a little, so you should unpack the backup it should have made (BIG.FILE.OLD) if that's what you want.

However, my goal with the BigFileIO library I wrote and included with my mod was to make unpacking BIG.FILE totally unnecessary unless you need the files for reference.

I didn't actually think to allow for the installing of texture files with my modloader. For now, you'll have to do so via ConsoleCommands.lua, although my library will still streamline it quite a bit. (I'll be working on this in the future :) )

All you should need to do install that waist.dds texture if you still have BigFileIO.lua in Data/Scripts is something like this:

require BigFileIO --read your new texture file from the disk --there is probably no reason to keep your file nested so deep, this path would work fine local texFile = io.open("../Data/Mods/Your_Mod/Textures/MaleAvatar/waist.dds", "r") local newTexture = texFile.read("*a") texFile:close() --this pulls the file out of BIG.FILE and edits it all with one nice little line BigFileIO.writeFile("../Data/Textures/Characters/MaleAvatar/Reference/waist.dds", newTexture) --run this after you're done with all your changes just to be safe BigFileIO.finalizeEdits()

Hope this helped, let me know if you have any other questions :)
Last edited by ParadoxGate; 18 Jan, 2015 @ 1:33pm
Shirsh 19 Jan, 2015 @ 12:03pm 
Thank you! When I was trapped and wake up in the cell, without anything I just said to myself "What the hell??? Do I really doomed to play so cool game with so unpolished character's sprites?" so I dig into files and after several hours of frustration, asks for your help.
After that I just unpack everything and finally begin: shorts. Accidentally I found that there is a lot of really great characters graphic inside, unfortunately for some reason it was combined to in-game animation not in the best way. So easy-walk for shorts was reversed to crusade for nice look for all humans.
Since I'm absolutely not coder, and have no idea how to fix all that xmls, I just adjusting textures, rotate them, resize them, experimenting with mask (even picture on loading screen pointing to mask mistake with armors :/). That's a long way ahead. Probably I will try to implement some way to install this without all-unpacking only at finish. (sorry for my bad english again and ever)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=378072594
it wouldn't be perfect, some issues I can't beat (like this sleeve on picture) and there could be some stuff that I will change just because I found it appropriate (like that revolver on the pic, or, for example, reduced size of jackhammer), and probably not everyone will like it

in addition, I'm curious, is there any way to make repair use money? (or materials, infinite free repairs just ummm... for now I forced to intentionally not repair ship until battle is over, or before returning to port. It's just feels too cheaty )
Last edited by Shirsh; 19 Jan, 2015 @ 12:53pm
ParadoxGate 21 Jan, 2015 @ 2:58pm 
Wow that's a great start on those textures! Can't wait to see how this looks when you're done!

Originally posted by Shirsh:
Probably I will try to implement some way to install this without all-unpacking only at finish. (sorry for my bad english again and ever)

I'd love to help with that installer, I already have a couple ideas that should make my modloader load textures and non-lua files with ease. Working on that as I type :)

Originally posted by Shirsh:
in addition, I'm curious, is there any way to make repair use money? (or materials, infinite free repairs just ummm... for now I forced to intentionally not repair ship until battle is over, or before returning to port. It's just feels too cheaty )

Sadly no, the engine is a bit limiting in what can and cannot be changed right now. I don't believe that to be possible.

Edit:

Done! All you need to do in any environment running my modloader, is to just drop your files in Windforge/Data/Mods/Your_Mod/!Overwrite/ with the path they should have in Data, and my modloader will copy them over and make sure the game finds them.

Updated Elemental Turrets to v1.1.1:
  • Updates to library files

Edit2: Example to clarify: waist.dds would go under Data/Mods/Your_Mod_Name_Here/!Overwrite/Textures/Characters/MaleAvatar/Reference/waist.dds
Last edited by ParadoxGate; 21 Jan, 2015 @ 4:31pm
Shirsh 23 Jan, 2015 @ 7:44pm 
I decide to do environment textures adjusting mod first (for example: depth - shadows/lights from included in big.file but probably not implemented .dds, brightness/contrasts, hue/saturation and very little of repainting) and believe that I will finish it in week: for couple of days I'm done with Engelstrom, "wild layer's" blocks and most buildings blocks almost ready, some creatures (shaug and scarab) done, ship's stuff ready too (cities take most time - too many small separate pieces need to be changed for more balanced picture)
characters/clothes takes significally more time and could takes month or more so I do them next

sadly, as far as I can see, there are different faces and races for generic npcs in texture folder, for soc and bandits and others, but they choose to spawn with similiar default face (or with red beard) >_<
Last edited by Shirsh; 23 Jan, 2015 @ 7:47pm
Shirsh 27 Jan, 2015 @ 11:35am 
Originally posted by ParadoxGate:
Done! All you need to do in any environment running my modloader, is to just drop your files in Windforge/Data/Mods/Your_Mod/!Overwrite/ with the path they should have in Data, and my modloader will copy them over and make sure the game finds them.

Example to clarify: waist.dds would go under Data/Mods/Your_Mod_Name_Here/!Overwrite/Textures/Characters/MaleAvatar/Reference/waist.dds
for unknown reason I still cannot force it to work (I was trying different ways, game runs as administrator, was trying different way with foldernames etc), can you check please, what can be a problem?
There is a sample (merchant girl from pic, changed king and new icon/model for grenades and money): https://drive.google.com/file/d/0B4g2vwkLZCIwNGtrcTZiZXF6VE0/view?usp=sharing
Last edited by Shirsh; 27 Jan, 2015 @ 11:35am
ParadoxGate 27 Jan, 2015 @ 3:01pm 
Are you sure you have the updated version of my modloader installed? I tested it and I can see your modified king textures in game with no modification to your mod.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=382533517

In case I wasn't clear: the game needs launched twice after making any changes, as the installer runs after the game has already loaded some (if not all) of its files.
Last edited by ParadoxGate; 27 Jan, 2015 @ 3:02pm
Shirsh 29 Jan, 2015 @ 1:18pm 
Excuse me to ask again, but can you create pair of bigger "BaseMod.lua" examples, please? for cases like:

1) I need to change primary color of this LeatherIronBanditPlateArmour to "Skin" (for hands and naked parts of torso) in CraftingItems.lua
ItemList = { { name = "LeatherIronBanditPlateArmour", objectType = "ClothingItem", inventorySetupInfo = { ingredientName = "LeatherIronBanditPlateArmour", inventoryIconFile = "../Data/Textures/Icons/Torso_Paratrooper.dds", pickupIconFile = "../Data/Textures/Icons/PickUp_Icons/CratePickups/WearableObjects/Shirt.dds", pickupType = "BoxPickupType", iconPrimaryColor = "IconBronze1", iconSecondaryColor = "IconIron2", maxStackAmount = 1, buyPrice = 1264, sellPrice = 316, repairScrapValue = 550, weight = 8.25, storeItemType = "Armour", storeTimelineStart = "Begin", storeTimelineEnd = "End", lootTimelineStart = "Begin", lootTimelineEnd = "End", itemDisplayName = "Leather Iron Bandit Plate Armour", itemDescription = "A makeshift protective body armour commonly worn by bandits.", pickupSound = "AUDIO_EVENT_SOUND_BLOCKSANDOBJECTS_STONE_PICKUP", pickupScript = "", zoomLevel = 0.065,}, configFile = "../Data/Equipment/Shirts/BanditPlateArmour.lua", equipSetupInfo = { primaryColorName = "BrownLeather", secondaryColorName = "Iron", airSupplyDecreaseRate = 1, characterTraits = { weight = "8.25", health = "0", strength = "0", agility = "0", intelligence = "0", armour = "52.5", elementalResistance = "0", chemicalResistance = "0", fallingResistance = "0", buoyancyPercent = "0", regeneration = "0", numMidAirJumps = "0",},},}, }

2) I need to add new item, how to properly add new full table, like for armor from 1st?
3) changing some npc inventory (like add something in ...\Data\Objects\Characters\NPC\Quest\TutorialKarin.lua) or maybe it's better to fully overwrite it?

I ask about it because I found that huge part of heads, hairs etc simply doesn't exist in CraftingItems.lua and want to add it
meanwhile, characters textures adjusments go slow
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=383503429
also, if I want to add new textures folder, which would be reffered from CraftingItems, will it works only with unpacked BigFile, or it can works from "!Overwrite"? or maybe it can works just when folder would be in \Data\Textures\Characters\...
Wait!!! It will work from any place, if will be reffered right, right?
Last edited by Shirsh; 29 Jan, 2015 @ 1:42pm
ParadoxGate 29 Jan, 2015 @ 3:31pm 
Originally posted by Shirsh:
Excuse me to ask again, but can you create pair of bigger "BaseMod.lua" examples, please? for cases like:

I wrote up an example[pastebin.com], hopefully it's understandable and not overly commented.

Originally posted by Shirsh:
I ask about it because I found that huge part of heads, hairs etc simply doesn't exist in CraftingItems.lua and want to add it
meanwhile, characters textures adjusments go slow
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=383503429

Looks good!

Originally posted by Shirsh:
also, if I want to add new textures folder, which would be reffered from CraftingItems, will it works only with unpacked BigFile, or it can works from "!Overwrite"? or maybe it can works just when folder would be in \Data\Textures\Characters\...
Wait!!! It will work from any place, if will be reffered right, right?

Absolutely right! :)

Also, I'll include my port of Era's Mod to my modloader (from over on gog.com, made with permission, of course) for a few more examples:
Era's Mod[pastebin.com]
It's not a complete port tho, I did skip a few of the more tedious things...
Last edited by ParadoxGate; 29 Jan, 2015 @ 3:39pm
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