STEAM GROUP
State of Decay Modding Crew SoDModding
STEAM GROUP
State of Decay Modding Crew SoDModding
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22 September, 2013
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English
Tvok 8 Feb, 2014 @ 1:40pm
Multiplayer modding
I've been attempting to mod state of decay with not much luck. I've found that you can do 'System.ShowDebugger();' inside of any lua script (in a place that gets called) and it will let you analyze lua tables, call stacks, etc. The debugger itself seems stripped down, as all the icons and menus are missing, but it still functions. Despite this, I haven't even been able to figure out how to make a single zombie or player even move! I keep inserting simple snippets around such as this:

local pos = self:GetWorldPos();
pos.x = pos.x + 2;
self:SetWorldPos(pos);

Anywhere I can, with no avail. The 'player.lua' file seems to not actually be the player itself, as I remove large portions of code and nothing happens (on that note, the player is getting instantiated because OnInit is called, but it seems like nothing else is being used). Also, if you ever introduce a syntax error or raise any kind of exception the entire game seems to crash.

I'm attempting to write a simple network client and mod that creates an AI in the place of other players, so we can all run around in the same world. If anyone has information on this, or is willing to help out, I would very much appreciate it!
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Showing 1-5 of 5 comments
Sweatington 20 Mar, 2014 @ 7:52pm 
I was thinking of the same thing actually. Only, I really don't care for it to be online all that much, I would be more then happy with LAN support for 4-5 friends tbh.
Spaco botilia 14 Aug, 2014 @ 9:23am 
I'm currently deciding whether to buy the game or not, and multiplayer, even split screen, would definitely push me towards getting it, so I looked for a mod and found this http://www.playground.ru/files/state_of_decay_split_screen_mod_igra_na_razdelennom_ekrane-71436/ unfortunately I don't understand russian at all and google translate didn't help much... Do you guys know if it works?
Mr_Sands80 30 Aug, 2014 @ 2:45pm 
Originally posted by Tvok:
I've been attempting to mod state of decay with not much luck. I've found that you can do 'System.ShowDebugger();' inside of any lua script (in a place that gets called) and it will let you analyze lua tables, call stacks, etc. The debugger itself seems stripped down, as all the icons and menus are missing, but it still functions. Despite this, I haven't even been able to figure out how to make a single zombie or player even move! I keep inserting simple snippets around such as this:

local pos = self:GetWorldPos();
pos.x = pos.x + 2;
self:SetWorldPos(pos);

Anywhere I can, with no avail. The 'player.lua' file seems to not actually be the player itself, as I remove large portions of code and nothing happens (on that note, the player is getting instantiated because OnInit is called, but it seems like nothing else is being used). Also, if you ever introduce a syntax error or raise any kind of exception the entire game seems to crash.

I'm attempting to write a simple network client and mod that creates an AI in the place of other players, so we can all run around in the same world. If anyone has information on this, or is willing to help out, I would very much appreciate it!

Well you have a few problems here-

First problem is that everyone in the server would need the mod- including the server itself so its impossible unless you create a stand alone server that forces users to download the mod on entry.

Editing the server code will affect all clients but if clients don't have the mod support code it would just kick them or they would get an error.

Modding the game isn't easy either in the first place the coding is so garbled and unorganized it makes it hard on us just to create regular single play mods/hacks.

To do this here is what you need.
1- Contact the developers and get a freelicense with them for game improvements. (could be troublesome since game isnt free)
2- Contact the developers again and get the source code for the game, engine and all project files from them under that for free use license (again gonna be hard engines are expensive and have thier own licensing)
3- Once you have everything study the code and file structure learn all the calls and classes
4- Write a standalone server for the game (this takes networking knowledge, programing knowledge and knowledge of the games code structure- that you just studied)
5- Now edit the games code structure and add the entities for the AI (keep track of these files as they will have to be patched into clients entering the server)
6- Now recode the server again to recoginze the new game code.
7- Pack your client for targeted OS (s) Release it under the free license and get sued cause you took credit for the work :)

Hope this helped ByU :)

(this is just a rough draft of what you would have to do to get this working)

Not to give you false hope but you could use dedicated server files from other games using the same engine and recode all classes on the server to target this game, it would be a bit unethical, buggy as hell and have you ripping your hair out reverse engineering it for SoD but it may save time.
Last edited by Mr_Sands80; 30 Aug, 2014 @ 2:56pm
Originally posted by Skantrax:
I'm currently deciding whether to buy the game or not, and multiplayer, even split screen, would definitely push me towards getting it, so I looked for a mod and found this http://www.playground.ru/files/state_of_decay_split_screen_mod_igra_na_razdelennom_ekrane-71436/ unfortunately I don't understand russian at all and google translate didn't help much... Do you guys know if it works?
No it doesnt this is a Russian Scam. I have tried it. it does not work.
Boltte man 18 May, 2021 @ 11:03am 
Originally posted by ☺♦✞◥ByU◤✞♦☺:
Originally posted by Tvok:
I've been attempting to mod state of decay with not much luck. I've found that you can do 'System.ShowDebugger();' inside of any lua script (in a place that gets called) and it will let you analyze lua tables, call stacks, etc. The debugger itself seems stripped down, as all the icons and menus are missing, but it still functions. Despite this, I haven't even been able to figure out how to make a single zombie or player even move! I keep inserting simple snippets around such as this:

local pos = self:GetWorldPos();
pos.x = pos.x + 2;
self:SetWorldPos(pos);

Anywhere I can, with no avail. The 'player.lua' file seems to not actually be the player itself, as I remove large portions of code and nothing happens (on that note, the player is getting instantiated because OnInit is called, but it seems like nothing else is being used). Also, if you ever introduce a syntax error or raise any kind of exception the entire game seems to crash.

I'm attempting to write a simple network client and mod that creates an AI in the place of other players, so we can all run around in the same world. If anyone has information on this, or is willing to help out, I would very much appreciate it!

Well you have a few problems here-

First problem is that everyone in the server would need the mod- including the server itself so its impossible unless you create a stand alone server that forces users to download the mod on entry.

Editing the server code will affect all clients but if clients don't have the mod support code it would just kick them or they would get an error.

Modding the game isn't easy either in the first place the coding is so garbled and unorganized it makes it hard on us just to create regular single play mods/hacks.

To do this here is what you need.
1- Contact the developers and get a freelicense with them for game improvements. (could be troublesome since game isnt free)
2- Contact the developers again and get the source code for the game, engine and all project files from them under that for free use license (again gonna be hard engines are expensive and have thier own licensing)
3- Once you have everything study the code and file structure learn all the calls and classes
4- Write a standalone server for the game (this takes networking knowledge, programing knowledge and knowledge of the games code structure- that you just studied)
5- Now edit the games code structure and add the entities for the AI (keep track of these files as they will have to be patched into clients entering the server)
6- Now recode the server again to recoginze the new game code.
7- Pack your client for targeted OS (s) Release it under the free license and get sued cause you took credit for the work :)

Hope this helped ByU :)

(this is just a rough draft of what you would have to do to get this working)

Not to give you false hope but you could use dedicated server files from other games using the same engine and recode all classes on the server to target this game, it would be a bit unethical, buggy as hell and have you ripping your hair out reverse engineering it for SoD but it may save time.
The guys who did skyrim together did an impossible multiplayer coop mod for skyrim.... I bet they skipped all of that stuff and jumped straight into making the mod like everyone else who does mods...
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