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报告翻译问题
Could be nice if we released them on ModDB I think:
https://www.moddb.com/games/satellite-reign/mods
I guess I have done most the SR mods... I am taking a break from working on them at the moment, but the latest mods is actually one that helps you customize items in Satellite Reign and make your own. I have some ideas on how to improve it and I am looking into also making it possible to do something similar, but for making custom missions as well.
And it might be a bit more tricky, but I hope to also make it customizable what skills the different agents get as they level up... oh, and the patrols. Then hopefully there will be people who feel like using the tools to try to make a game with more missions, items and such.
https://github.com/kblood/SR.Plugin.Pack
Which people are free to use in any way they want to try to make their own mods.
I have also made several threads about mods I have made:
One of the first ones:
https://steamcommunity.com/app/268870/discussions/0/305510202681294288/?ctp=6
and because I ended up having several mod threads, I ended up making this thread to sum up my mods over time:
https://steamcommunity.com/app/268870/discussions/0/1742267854815932101/
[Caldor] : thankx for the enter car style effect, are other vehicles accessible?, is their any nude modding?..... that would be KiNk!- I might have a look try to get my neurons into some mod coding chearsZ...
if theres anything fresh i would love to know about it, I'm a big fan of syndicate, and so forth, love the strategy and development steam punk and cyber punk are WIN WINS!!
thankx again great game!!!
looking forward to interactive multiplayer options, oh hey does that mouse cursor symble change when over a car Gheeee I guess ill just have to see. thanks again!
Oh slaver clones on a leash..... jesus what am i thinking sorry guys,.... :(
https://steamcommunity.com/app/268870/discussions/0/1742268706831686379/
I have not been doing much for several months though. My plan is to also make a mission editor for the modding tool, and an editor that can do something with the groups of enemies that spawn, giving them different loadouts and such.
The ability to drive vehicles is... glitchy. I just enabled a feature the game had back in the beta, and I did not even fully enable it, its a shortcut key that makes your selected agents enter or exit the nearest car. But it does not work very well because they have trouble getting out of the car, and the road system in the game does not work very well either. So it is probably not advisable to use this mod. Sometimes agents even gets stuck in the car. The whole road design is not especially optimized for driving around the city either.
In the old Syndicate games you had both cars and trains. I think that helped make the transport system more useful and interesting, but in Satellite Reign they do have a door and vent system as well, where you can climb through ventilation shafts and go through doors through unseen tunnels and staircases. So I think that adds a bit more to the game than vehicles did in the old games. They where fun, but often strange to use and exposed your agents because they would most likely die if the car got destroyed.
The modding tool could use some more work, but as it is now it does work. Its just that its possible to add more to it, making it possible to add more special effects and abilities to items.
Oh yeah, another plan is to make an editor for the agent skill system.
When it comes to editing the civilians, like custom skins... not sure. I am currently working on something else where I am trying to make a system for importing and exporting models at runtime, and if it works for that project, it might work for Satellite Reign as well.
But still pretty busy on another project, but I do keep thinking about this game and the mod projects going on for it.
1. Mod which increases UI and font sizes.
2. Controller support if at all possible. I can't think of any action you can't do.
Do any of these exist already? I particularly need the first one if I want to be able to play this game.
Here is some advice that may help, and I might even do later myself. If i do Ill post a link.
1) Outline the source source code. This can be done in a rudimentary fashion using reflection to get a better idea of the classes and functions on the classes that actually exist for the game.
2) The game was made in unity, and thus if you are familiar with unity there is a whole host of functionality that is present in the base code of the game, regardless of if they are using it. This includes things like the fact there is a root scene object and the IMGUI system which can allow for the creation of an ingame inspector which can help further dig into the game.
I also think asset bundles were present back then as well which means that new assets can easily be exported from a relevant version of unity, and then imported into the game "easily".
Basic UI overlay[imgur.com]
These three things should make developing mods a whole lot easier as it will be possible to see how the game is actually hooked up as it runs. Essentially it should be possible to create a replica of the Unity Editor tools for hierarchy and object inspection including components.
I need to flesh out these things and actually make them useable, but after that the next step would be to set it up to support loading of asset bundles or whatever the runtime version is called. This will allow you to easily import meshes, textures, materials, shaders, animations and pretty much anything else you want "easily" without needing to worry about loading individual files from directories or having to worry about if models are fbx, obj, or what format textures are in, etc.
I have instead tried looking into making my own importers and exporters for the game.
I have been trying to do what you are doing, but using reflection on Unity objects is difficult. Often runs into errors due to circular references being quite common. I hope you can find a way to do this though, certainly seems like you added new UI elements to the game much faster than I was ever able to. Still takes me much too long to add new UI elements to my mods because I have so far been unable to export UI elements and then important them, so instead I have used code to build UI elements for menus and such.
Here is my source code for my projects. The modding tools mod is for adding or changing existing items in the game. The Mod Manager Mod is to help enable or disable mods in game.
https://github.com/kblood/SR.Plugin.Pack
The framework for importing asset bundles is built into the UnityEngine.dll regardless of if the game itself (SR) is making use of it unless i am mistaken. Since we access to this functionality we should be able to import asset bundles. They will not immediately do anything in the game, but they will make meshes, textures, etc etc etc available for use. If for some reason this is not an option I also have code for loading in .obj format models already, and unity supports reading of textures from files out of the box.
Adding in the UI stuff is fairly easy, you simply need to instantiate your own GameObject with your own MonoBehavior on it, and then render the GUI in the void OnGUI function using the IMGUI system. I have a Unity Asset that allows you to design custom GUISkin's and GUIStyle's in the UnityEditor, and I am fairly certain I could make it export those to a json format that can be loaded from file at run-time along with any needed textures. This should make designing any sort of GUI much easier.
The only reason I am able to make headway so quickly is that I have been using unity since Unity 4, and since the game is designed in Unity it is built upon a framework I am exceptionally familiar with.
I have progressed the SceneViewer a substantial amount already and have determined the game actually utilizes 2 scenes for the game. There is Scene0 which appears to be where all the entities like cars, people, drones, etc are loaded, and then Scene1 which appears to contain all the map information as well as most of the game handlers.
I will post here as I find out more and when the tool is usable post and share the repo, shouldn't to be long though. If you, or anyone is interested feel free to drop into my discord[discord.gg], I have setup a channel to discuss modding SR.
I have been combing over the source code for years and its no simple thing to figure out what exactly is causing it. Would have to do trial and error. Disable all cars, see if it helps, disable all civilians, see if that helps... etc etc.
Its all decompiled source code which makes it messy. Several parts are not working after being decompiled and has to be fixed, so its not as simple as decompiling and recompiling. I have managed to modify the source code, but only by keeping it small and recompiling just a part of the source code that I can get to work on its own.
There must be 10s of thousands of lines of source code though and in 100s if not thousands of files.