Destination Sol

Destination Sol

SimonC4  [developer] Jul 12, 2015 @ 11:47pm
1.2.0 Beta Available
We have released an early version of 1.2.0 which is now available for beta testing.

This version has had a major refactor and is the first step on the path to allow modding. We've decided to release it now while there are currently no other changes to get some early feedback on any issues.

To beta test on Steam: Go to your library, right click Destination Sol, select properties, go to the Betas tab and select openbeta from the dropdown. Wait for the update, launch, confirm v1.2.0 in the bottom left and that the game works.

Feel free to try it out and post any issues below.

1.2.0 Change Log
  • Restructured the way ships ("hulls") are defined in code and text files. Now each ship has its icon, texture, and text-based data under a single directory named for the ship.
  • We've created a guide on How to Add a New Ship based on this version.

Edit: Added change log as requested.
Last edited by SimonC4; Jul 15, 2015 @ 4:17am
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Showing 1-15 of 20 comments
ScienceDiscoverer Jul 13, 2015 @ 6:29am 
Seems like it working fine, but what is the changelog?
Jonathon NG. Jul 13, 2015 @ 7:00am 
this game have a great potencial, why dont you do a multiplayer and a campaign(single-player and co-op)?
Last edited by Jonathon NG.; Jul 13, 2015 @ 7:01am
ScienceDiscoverer Jul 13, 2015 @ 7:57am 
Originally posted by treinador de dinossauros:
this game have a great potencial, why dont you do a multiplayer and a campaign(single-player and co-op)?
Cos its very hard :sad_creep: I can't even imagine how to make game that simple as it is now... Not talking about multiplayer and campaign...
Lightly Jul 13, 2015 @ 9:09am 
Originally posted by ScienceDiscoverer:
Originally posted by treinador de dinossauros:
this game have a great potencial, why dont you do a multiplayer and a campaign(single-player and co-op)?
Cos its very hard :sad_creep: I can't even imagine how to make game that simple as it is now... Not talking about multiplayer and campaign...

I concur, however, it would do some good if we manage to somehow build a *ahem* universe for the game. As of now, there are alot of blank spaces we could paint on. For instances, I really think the mercenaries need a menu for us to manage their weaponry and etc.

And perhaps more systems to reach, but come to think of it, I haven't tried going into the edges of the map. I mean really far past the giant rocks full of miners and such in order to see if we could add more planets and all.
Last edited by Lightly; Jul 13, 2015 @ 9:10am
ScienceDiscoverer Jul 13, 2015 @ 10:43am 
Originally posted by Sovaltair:
Originally posted by ScienceDiscoverer:
I haven't tried going into the edges of the map.
I tried! 15 mins flying no edge. Felt so lonely :sadelf:
catfaced8 Jul 13, 2015 @ 4:38pm 
more ships nd customization would be fun.... but i love the feel of this game, its great to play whenever im bored and i can replay it "ddifferently" each time... i agree a wider universe and what about the possibility to create your own space port? like you get a certain ship that has the ability to build a base and you can clear out one of the miner rocks... idk just spewing ideas... i know its hard to develop a game but keep up the amazing work!
cervator  [developer] Jul 13, 2015 @ 8:14pm 
No changelist since if we did it right you shouldn't notice a thing :-)

In short we restructured the way ships ("hulls") are defined in code and text files. Previously they were usually jammed together in a few very large files, so you had to hunt around to find everything related to a single ship, yet even the smallest change could cause conflicts with merging in other changes. That's not very handy for easy modding.

Now each ship has its icon, texture, and text-based data under a single directory named for the ship. So adding a new ship is as simple as adding a new directory with those three files in it. In Terasology we took that a step further and let modders use their own repo on GitHub to build a mod rather than needing to have all code in a single giant repo.

What may be broken is if we didn't copy paste all this stuff with utter perfection, which is likely. Earlier a few ships were flying really funny because they were told they were a difference size, and one mercenary didn't even have a name and got all sorts of confused. This beta is the first one where we haven't been able to find any obvious issues.

More ships, multiplayer, campaign, etc all comes later. First we make the game easier to work on so we can work faster and invite more people on the open source train to better content land :-)
Lightly Jul 13, 2015 @ 9:24pm 
That's awesome! :D
It's just a bummer that I can't program anything. Sure, someone without the skills may have the concepts, but it's an entire thing to put it into practice as we've intended.
catfaced8 Jul 13, 2015 @ 11:00pm 
Originally posted by Sovaltair:
That's awesome! :D
It's just a bummer that I can't program anything. Sure, someone without the skills may have the concepts, but it's an entire thing to put it into practice as we've intended.
i know the feeling... i cant program at all, but im willing to wait :)
Xmaster13 Jul 14, 2015 @ 8:01pm 
For those of you not familiar with modding, and willing to read this next wall of text, be forwarned! I, nor destination sol, are responsible for what you choose to do with you open source game. Its is always a good idea to make a copy of the original file and put it in another location, incase the changes you make dont work. Secondly, there is no real way to change the file shortcuts easily yet, so the changes you make need to named exactly the same and be put in the same spot. So with that in mind, follow along, and you'll learn how to change to look of yours, and others ships, as well as change your settings exactly to your prefrence and remove or add things out of your inventory.

So, it all works by making slight changes to what the game thinks everything looks, without changing the file pathways or names. First open up your file browser, and go to your main drive, where all your progam files are stored. "Go into Program files (x86)" and then into "Steam", then go into "steamapps" then "common" and then "Destination Sol" is right there. This is the only place you will make changes. In the destination sol file, there is 3 folders, 2 .ini files, and the .exe that is the actual game. Changing your inventory is as simple as opening prevShip.ini with notepad, and replacing your items with the item names that the game recognizes. You can google destination sol cheats for a full list of item and hull names. Changes to buttons can be done by changing the settings.ini in notepad and assigning diffrent buttons to the actions by the name of the button, again, goole is very useful for specific questions. Remember, these .ini files are how the game works, so if you do it wrong, and you dont have a backup, then you are a very bad modder, and should be ashamed. Now if you,ve lasted that, heres the rest of it (changing the look of all the ships). This can be done in paint since the resolution of the games allows that, but its best done in gimp or photoshop since you have to change multiple files sometimes and some of the hull designs have multiples in them. So in the destination sol folder, in the "res" folder, is all the sounds and image files. Technically you can take this name-changing principle to the sounds, but that dosent really need explanation. For changing the hull design of objects there are 2 places you have to go. First is the folder "imgs" , this hold the files for the backround, certain eviroment objects, and a file of all the hulls. The game works by cropping the white out, but it looks in a certain area for some items, so its best just to change the color or graphics. As always, make sure you save the original somewhere else, that you make the changed file the same name as the original file, and that its a .png file. You need to make changes to the sol7.png for any hull diffrences you want, as well as one other place. Back in the "res" folder, go to the "config" folder and then the "hull" folder. Youll need to find the folder name that corresponds to the hull you trying to change, go in it and only change the look of the .png file to match what you have done in the other .png.

Thats all! You can explore other changes you can make, but I hope this go you started. Like I said before, most of this is pretty simple changes, with no knowledge of coding required. You just need to experiment with changes, and make sure you have a backup of the original.
I made the mazes orange and turned all the baddies to black & red :)
Lightly Jul 16, 2015 @ 10:56am 
Thanks for the infos Xmaster, I suppose we've got to start somewhere and somehow. :P
Xmaster13 Jul 16, 2015 @ 12:35pm 
Just a heads up, you need to change the pictures in 'Images" under "res" in order to change weapons and effects. To change the hull you just hafta change the .png thats in "hulls" that is in "config" (which is in res). This will change all huls of this type, friendly and enemy
Archiku Jul 23, 2015 @ 1:57am 
In the beta it works well not many bugs but sometimes when i go on a planet and my ship will warp into the planet.
ScienceDiscoverer Jul 23, 2015 @ 5:00am 
Originally posted by chocoy19:
In the beta it works well not many bugs but sometimes when i go on a planet and my ship will warp into the planet.
That happens to me too, but not in beta. So probably, its not a beta's fault!
waste matter Jul 23, 2015 @ 8:53am 
if you want to mod now then i have made a guide to help you throughthe basics
hope you enjoy!!
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