Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Slife

Pages: [1] 2 3 ... 13
1
Spore: General / Re: The game just got worse
« on: December 17, 2008, 02:21:14 am »
I don't think this is universal.

I have patched to v1.3, and I am still able to use an asymetry mod with some success. I don't have C&C yet, though, which might be why.

You're using the one for the old version, the files of the new version (1.3) have new settings (probably because of the new limbs and stuff) and as soon as I change the "true" to "false" on the asymmetry parameter it no longer shows the creature body in-game.
You can always go back to editing creatures the old school way - in hex!
Quote from: A leg
    <blockref>
      <blockid>0x40626000, 0xf8de5c52</blockid>
      <transform>
        <basemusclescale>0.892807</basemusclescale>
        <scale>1</scale>
        <position>-0.520817,-0.0804159,1.523056</position>
        <triangledirection>0.898876,0.436141,-0.0424569</triangledirection>
        <trianglepickorigin>0,0,0</trianglepickorigin>
        <orientation>
          <row0>0.273941,-0.961685,0.0108020</row0>
          <row1>0.961046,0.273297,-0.0412070</row1>
          <row2>0.0366760,0.0216697,0.999092</row2>
        </orientation>
        <userorientation>
          <userorientation_row0>0.852868,0.150383,-0.5</userorientation_row0>
          <userorientation_row1>-0.173647,0.984807,0</userorientation_row1>
          <userorientation_row2>0.492403,0.0868239,0.866025</userorientation_row2>
        </userorientation>
      </transform>
      <snapped>true</snapped>
      <symmetric>9</symmetric>
Just change what's inside the symmetric tags and you're moderately good to go.


Oh, and Lucky, was it intentional that the game stores creature data as raw xml in pollination.package, or is it a mistake?

2
Spore: General / Re: Will Wright’s next “secret” project
« on: December 17, 2008, 01:55:00 am »
Wow ..people seriously need to get over Securom...its not a big deal. If they are so miffed about it then they should stop pirating games then they wouldn't need to deal with anti piracy measures.

*facepalm*


Anyway, I agree that a Toady/Wright combination would rock the socks off everyone in a three mile radius. 

If they could somehow add Pixel to the mix...

3
Spore: General / Re: Spore De-Authorization Tool Now Available!
« on: December 17, 2008, 01:51:22 am »
Excellent.  That makes a copy of the full game a Christmas possibility.  I've been using the AT&T editor all this time...

4
Spore: General / Re: Amazing new mod/hack comming soon!
« on: October 17, 2008, 06:04:01 pm »
Putting vehicle/building parts on creatures is disappointing.  They fall off as soon as you start moving in the editor (except for moving parts, which stick around).

not totally true, have you tried to play a game with your creation, it works fine ingame, only in the editor does that happen.

I suppose it's due to the fact the game secretly uses two models for each creature.  One for the editors, and one for the creature preview and the actual in-game content.

5
Spore: General / Re: Amazing new mod/hack comming soon!
« on: October 16, 2008, 11:59:51 pm »
Yeah, I've been sitting on this for a while.  Too lazy to finish working on it, though.

Putting vehicle/building parts on creatures is disappointing.  They fall off as soon as you start moving in the editor (except for moving parts, which stick around).


Incidentally, open up your pollination file with a hex editor.  The creatures therein are stored as raw xml.  It's incredibly easy to figure out what does what.  Just keep the length of the creature files the same - otherwise it'll register as being corrupted.

The symmetry tag in particular is interesting, since you can force symmetric movement between different part types.

I have an incomplete part/offset list if you want it.

6
Trader: Automatically gather all spice from owned planets in a 10 parsec radius.  Recharge is 1 minute.
Make it distance of your communicator.  Give it a nifty name and acronym, like SPice Over Radio Emissions.

7
Spore: General / Re: Bizarre Things in Spore
« on: September 23, 2008, 08:55:58 pm »
Its really just a fancy bit of programming for the simple reason that there is no ground to render, unlike rocky planets. I know it doesn't even make any sense, but if you think about it, there wouldn't be much to find or see inside a gas giants atmosphere and there is no way to create gas giant dwelling creatures.

From the 'Art of Spore' book that came with the Galactic Edition, the devs did play around with the idea of creatures living in gas giants, but abandoned it at some point.

Without major revisions, they could have just had the gas giant render a featureless and very foggy planet surface, with three paintable cloud layers and the ability to place a single colony anywhere you want.  The colony would produce spice of the same color as the gas giant.

8
Spore: General / Re: Bizarre Things in Spore
« on: September 20, 2008, 06:57:33 pm »
Bizarre things?  You mean like you have a ship that can survive going through a black hole, but it's still too dangerous to get near a gas giant?

9
Everything Else / Re: Anonymous is on it again
« on: September 19, 2008, 05:33:10 pm »
I have one an only one per service.

I can think of no good reason to have multiple accounts per service.

I have five or six different gmail accounts.

10
Everything Else / Re: Anonymous is on it again
« on: September 18, 2008, 02:28:29 pm »
Basically the real problem is the widely-used password recovery functions are really stupid. 

If I want to get access to someone's account, I just need to know a few items from a short list.  Finding out where they live (ZIP code), and their immediate family (mother's maiden name), a list of the top ten pet names, a set of paint chips, and perhaps a record of what school they went to is enough to pass through a ridiculously large portion of this security.

I, personally, just trust myself to remember my password (entering hundreds of characters in random strings for the answer works wonders of unguessable), but the vast majority of the population will just enter in the password reminder info and forget about it.

11
Spore: General / Re: Video proof of Grox's illegal genetic experiments!
« on: September 17, 2008, 03:37:54 pm »
If you want to play around with the grob model, here's the png.



12
Spore: General / Re: Video proof of Grox's illegal genetic experiments!
« on: September 17, 2008, 11:53:54 am »
Nice story.
Pro-tip: A Light year is a measure of distance, not time.
Also, it's important to check your spelling and grammar when writing such a long article.

Corrected!
Funny you mentioned spelling and grammar.  ;)
On a side note:
Dutch and French are my first languages (main languages of Belgium where i live) and German is my 2nd, English comes after that and i learned it by myself not in school.
But i respect your opinion that if one writes in a foreign language we should try to write it correctly.

This would belong in roleplaying and stories. Awesome though.

Yeah you're right, this should go in the role playing forum.

Could a moderator please move it to there?
Sorry for posting it here.  :-[

"Protip" is a meme.

13
Spore: General / Re: For Caryl: What we DO like about Spore
« on: September 15, 2008, 08:57:28 pm »
That glitching up the game is fun and easy! 

As in, you know, good glitches that add to the game.  MissingNo. and killer carp style.

14
Spore: Sporepedia Exchange / Re: Slife's abominations against nature
« on: September 10, 2008, 09:55:10 pm »
Anyone up for some candy corn?




There's about a 10 sec lag from creator to the test drive screen.  Don't worry about it - like the minor "while still it looks odd" glitch, it's nothing harmful or particular major.

15
So, people who already have the game, is this replicable in the vehicle editor or clothing editor?

Pages: [1] 2 3 ... 13