Ship Maker Modifications

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

Moderators: th15, Moderators

ArcaneDude
Fleet Admiral
Fleet Admiral
Posts: 2520
Joined: Sun Jan 27, 2008 4:50 am
Location: Antwerp, Belgium

Ship Maker Modifications

Post by ArcaneDude »

Apparently, our dear ChaosTheory has developed means to modify the BSF ShipMaker. From what I know, he's done so by using a decoder for GM exe's, but I don't know the details. Anyhow; here's the linky.

DOWNLOAD THE MODIFIED SHIP MAKER AND SPRITE CODES.

I don't know exactly what he did, but we now have a Shipmaker that features several new possibilities.

Image
A screenshot, featuring some of the possibilities of these unusual sprites.

As you can see, several never seen sections and stuff can now be used by editing codes. Eventually, this might lead to custom sections, turrets, the whole shagadilly we've ever wanted, but for now we'll have plenty of possibilities to explore. CT has also been smart enough to use BoVinE's 10x10 grid as the standard.

CT, if you can shed some more light on how this came to be and what further possibilites are, please do so. The rest of you, discuss?
Check out The Star Wreck project!
Check out the Epic Music Library
Image
And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
ChaosTheory
Vice Admiral
Vice Admiral
Posts: 1372
Joined: Tue Dec 11, 2007 1:31 pm
Location: Sunny California

Post by ChaosTheory »

Okay. Official FAQ on how it works.

1. How did I do it?
By using a GM decompiler and tranferring sprites from BSF to SB.

2. How does it work?
You have to used the doosection glitch to insert the specific sprite you want as a section or doodad.

3. Does it break any compatibilities?
You can load old sb3's into the modded SB, and load mod SB's .shp files into BSF. DO NOT load files that use the extra sprites in the old SB.

4. Does this mean we get ROFLTURRETZ/custom sections?
No, not yet. I only made it possible to use non-standard sprites from BSF in custom ships. I changed no code.

5. What if I have a good idea to add?
Post it here.

6. What have you already added?
I added some extra sprites to SB and increased the SB size from 2048 to 6144 pixels, and changed the default background to BoVinE's better grid.

This will be updated as I think of more things to say.
[img]http://i307.photobucket.com/albums/nn298/ChaosTheory100/Feather_Signature_Ice3.png[/img]
BoVinE
Commodore
Commodore
Posts: 603
Joined: Fri Jan 18, 2008 2:37 am

Additional Sprite Guide

Post by BoVinE »

Alright, though this would be needed, as description might not be enough for some people. All sprites are credited to Kaelis, because he saved me a hell of a lot of time by uploading them for me.

Normal Sprites

Sections 1-26
Image

Additional Sprites

spr_Core , spr_Alien , spr_Pirate , (Civ Core, I don't know the sprite name right now) , spr_Coresml , spr_Platform , spr_Spacestation , spr_Spacestationrot .
Image
spr_CivPod - boarding pod section
Image
spr_Expbits - section fragments, animated
Image
spr_Tug - funky tugboat core
Image
spr_Cargo - cylindrical cargo section
Image
spr_BulletHornet - triangle section
Image
spr_powerupshell - outer part of powerups
Image
spr_pwrinfusion - powerup center
Image
spr_pwrovercharge - powerup center
Image
spr_pwrreinforce - powerup center
Image
spr_pwrrepstation - powerup center
Image
spr_pwrfiresupport - powerup center
Image
spr_RockPlat01 - pirate rock platform
Image
spr_RockPlat02 - pirate rock platform
Image
spr_RockPlat03 - pirate rock platform
Image
spr_Rock1 - asteroid
Image
spr_Rock2 - asteroid
Image
spr_Rock3 - asteroid
Image
spr_Rock4 - asteroid
Image
(spr_Rock - all the asteroids, animated) appears in SMCE as a clone of Rock3
spr_Bridge - blue dot
Image
spr_Meteor - meteors, animated
Image
spr_Platformer - Platform Deployer module
Image
spr_BulletRailgunMono - railgun shot sprite, gray
Image
spr_LimpetMine - alien mine, animated
Image
spr_BulletPlasma - plasma shot, animated
Image
spr_BulletMissile - Missile shot, animated
Image
spr_BulletDriverMono - Driver shot, gray
Image
spr_MegaBoomAlpha - explosion ring
Image
spr_BigBoom - explosion, animated
Image
spr_SmallBoom - small explosion, animated
Image
spr_BlasterBoom - blaster shot explosion, animated
Image
spr_PulseBoom - pulse shot explosion, animated
Image
spr_Sun - sun sprite, use only as doodad with Additive blending
Image
Forgetting internet deadlines since 2003
User avatar
Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Post by Arcalane »

Thread cleaned up by BoV's request!
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ
FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

2 questions:
will there be continuing development on this Idea?
will a modded BSF executable ever be done?
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
ChaosTheory
Vice Admiral
Vice Admiral
Posts: 1372
Joined: Tue Dec 11, 2007 1:31 pm
Location: Sunny California

Post by ChaosTheory »

FIREST0RM000 wrote:2 questions:
will there be continuing development on this Idea?
will a modded BSF executable ever be done?
there will be development. A BSF mod is under discussion as we speak.
[img]http://i307.photobucket.com/albums/nn298/ChaosTheory100/Feather_Signature_Ice3.png[/img]
FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

there will be development. A BSF mod is under discussion as we speak.
Where?
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
ChaosTheory
Vice Admiral
Vice Admiral
Posts: 1372
Joined: Tue Dec 11, 2007 1:31 pm
Location: Sunny California

Post by ChaosTheory »

FIREST0RM000 wrote:
there will be development. A BSF mod is under discussion as we speak.
Where?
In a very secret place, on a very secret forum, in a different timezone.
[img]http://i307.photobucket.com/albums/nn298/ChaosTheory100/Feather_Signature_Ice3.png[/img]
Danny420Dale
Vice Admiral
Vice Admiral
Posts: 1344
Joined: Sat Sep 22, 2007 2:28 pm

Post by Danny420Dale »

ChaosTheory wrote:
FIREST0RM000 wrote:
there will be development. A BSF mod is under discussion as we speak.
Where?
In a very secret place, on a very secret forum, in a different timezone.
In a different universe.
FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

In a very secret place, on a very secret forum, in a different timezone. In a different universe.
probably called mIRC...
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
ChaosTheory
Vice Admiral
Vice Admiral
Posts: 1372
Joined: Tue Dec 11, 2007 1:31 pm
Location: Sunny California

Post by ChaosTheory »

FIREST0RM000 wrote:
In a very secret place, on a very secret forum, in a different timezone. In a different universe.
probably called mIRC...
mIRC is not a PLACE.
[img]http://i307.photobucket.com/albums/nn298/ChaosTheory100/Feather_Signature_Ice3.png[/img]
FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

fine, be picky. It's a piece of software, one of several, that can be installed to get to a place that is in cyberspace.

getting closer?
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
ChaosTheory
Vice Admiral
Vice Admiral
Posts: 1372
Joined: Tue Dec 11, 2007 1:31 pm
Location: Sunny California

Post by ChaosTheory »

FIREST0RM000 wrote:fine, be picky. It's a piece of software, one of several, that can be installed to get to a place that is in cyberspace.

getting closer?
No.
[img]http://i307.photobucket.com/albums/nn298/ChaosTheory100/Feather_Signature_Ice3.png[/img]
jwa8402
Admiral
Admiral
Posts: 1988
Joined: Tue Feb 26, 2008 9:09 am

Post by jwa8402 »

Just so I don't mess up anything since I know very little about this type of thing:
I have to get rid of the old shipmaker and install this instead, but it will work just like the old one but with more selection? Can I get to the sections ingame or do I have to otherwise manually load the sprites? I don't know anything about the doosection glitch so if theres info on it somewhere...
Swamp Fox
Captain
Captain
Posts: 342
Joined: Wed May 14, 2008 7:00 am
Location: Tellus Tertius

Post by Swamp Fox »

jwa8402 wrote:I have to get rid of the old shipmaker and install this instead, but it will work just like the old one but with more selection? Can I get to the sections ingame or do I have to otherwise manually load the sprites? I don't know anything about the doosection glitch so if theres info on it somewhere...
1: No, you do not have to get rid of the old shipmaker. Just download the new one and put it in your BSF folder. They can both reside there happily.

2: As far as I know, there is no manual sprite loading anywhere. I'm not gonna say a definitive no, however, since I haven't actually tried them ingame yet.
"Okay. I'm gonna get your money for ya. But if you don't get the President of the United States on that phone, you know what's gonna happen to you?"
"What?!"
"You're gonna have to answer to the Coca Cola company."
Locked