Hey,
first off, I really enjoy this game and the fact that it's available for linux is a must buy!
There are few things which bugged me about the gameplay though. Nothing major just a few details.
So, what's the general opinion on reverse engineering and changing the clients code to add/mod content by injection and its releases( open source obviously )?
Reverse engineering and changing the game code
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Re: Reverse engineering and changing the game code
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Re: Reverse engineering and changing the game code
Did you just say you want to buy the binaries so you could reverse-engineer the source-code to be released under GPL or something?
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Re: Reverse engineering and changing the game code
Gnarmock wrote:There are few things which bugged me about the gameplay though. Nothing major just a few details.
So, what's the general opinion on reverse engineering and changing the clients code to add/mod content by injection and its releases( open source obviously )?
I think the general opinion here is probably "it'd be great, but nobody knows how to do it".
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
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Re: Reverse engineering and changing the game code
Yes, I've seen that topic, looks nice but it seems like an overkill for simple additions.
shark wrote:Did you just say you want to buy the binaries so you could reverse-engineer the source-code to be released under GPL or something?
Oh, no. That would be far too much work and overdrive would seem like a better way for this purpose.
Some small game mechanic fixes like how the airlock works, was what I was thinking about.
I was actually asking if it would be allowed to post hackish mods which would include reversed code or anything related to it, like crew structs/classes and so on. usually its a big red flag.
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Re: Reverse engineering and changing the game code
You need to ask the devs directly.
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Re: Reverse engineering and changing the game code
The only thing id like to see is a wiki. a place where the reversing efforts currently that are going on can be documented for others to make use of.
otherwise as for more advanced modifications. I'd argue that re-creating the game engine is likely the better option, but weather or not the c#/lua approach of overdrive is the best option is totally different discussion. but when all is said and done there is a few myself included who seam to be around with the required expertise to do the reverse engineering, documentation and programming that is currently required.
At the moment I'm playing with two implementations of Overdrive, one is the public c# implementation and other is a JAVA implementation I created, as cant say I'm a fan of c# mono for cross platform. although id say using LUA as the modding language/script is a good idea.
otherwise as for more advanced modifications. I'd argue that re-creating the game engine is likely the better option, but weather or not the c#/lua approach of overdrive is the best option is totally different discussion. but when all is said and done there is a few myself included who seam to be around with the required expertise to do the reverse engineering, documentation and programming that is currently required.
At the moment I'm playing with two implementations of Overdrive, one is the public c# implementation and other is a JAVA implementation I created, as cant say I'm a fan of c# mono for cross platform. although id say using LUA as the modding language/script is a good idea.
[Tool] FTL-Dat ~ Win/OSX/Nix Supported.
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Current WIP: FTL Engine - JAVA Implementation | FTL-Dat
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Re: Reverse engineering and changing the game code
You have a java wrapper built? This sounds android-portable.
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Re: Reverse engineering and changing the game code
KuroSaru wrote:The only thing id like to see is a wiki. a place where the reversing efforts currently that are going on can be documented for others to make use of.
Totally agree on that. I documented now for few hours some structs and functions, actually basic game mechanic stuff can be already modded but there's still some stuff missing (Reverse engineered only the ship/doors/not fully room data/unit data).
http://www.youtube.com/watch?v=X2h9tk9pl6o
First attempt to add "flushing" to the airlocks, still some bugs here and there but it already does the job.
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Re: Reverse engineering and changing the game code
are you using android-portable?
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