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I would like to create a batmod version of zero-k

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I have asked for developers to rename certain units to obey the code of conduct rules.

I have asked developers for a simplier game for new players.

I have seen the very sad state of game on springlobby and the old BA servers ( mapvote not working, map download not working, 4 factions of 65 units each { 260 ingame models in total it seems}, tech [1,1.5,2,3,4] levels).


I would like to create a simple batmod version of zero-k.

I would do this:


disable the energy grid requirement for units and allow mexes to be overdriven without connected to grid.
remove the amphibious factory
remove the specialist factory(firewalker gone)
disable moving cloaker area field (static cloak area building only allowed)
rename units that do not obey the code of conduct
other less important changes

I would call it batmod.


Is such a thing allowed? and where would you suggest I start?

+0 / -1
FIrankFFC
4 years ago
Sure have fun with your fork
+5 / -0
i want to make a batmod.

not a fork.


In the zero-k game browser I have seen "test versions" of zero-k?



I would like to make a "batmod version" of zero-k.

How would I begin? What are your suggestions on where to begin?

+0 / -0
4 years ago
Spring Engine is open source. You can do whatever you want with it.
+0 / -0
Until recently, the best approach to this would have been mapmod like ZeroWars.

With Springfiles dead I don't know if there's currently a way to get content like that on the ZK server.

Of course it's allowed, read up on the GPL2 license so you legally understand what your working with. Some assets are under creative commons variants and have additional conditions of use.
+0 / -0
4 years ago
you can start by copying the zk-master to your computer and reading up on modding whist it's downloading.

download the example mod, paste it to games, delete the units/ folder in it and copy and paste the units/ folder from zk-master into it.

now edit the .lua files in the (pasted) units/ folder. for some changes you might have to change the unit script, so copy and paste scripts/ from zk-master into your mod and change the .lua files.
+0 / -0

4 years ago
quote:

remove the amphibious factory
remove the specialist factory(firewalker gone)
disable moving cloaker area field (static cloak area building only allowed)

These can be done through the `disabledunits` modoption.

quote:
disable the energy grid requirement for units

This can be done through the `tweakunits` modoption.

quote:
rename units that do not obey the code of conduct

You can edit names locally, copy `LuaUI/Configs/lang/units.en.json` to your local widgets and change where desired.

quote:

allow mexes to be overdriven without connected to grid.

This involves changing a single gadget (`unit_mex_overdrive.lua`) so the simplest way would be to include it in a map.
+2 / -0
In this mod batbot/batmobile factory will be included?
+1 / -0
4 years ago
Keep thinking about it.

Reasons of this project (Disliking units name) is truely ridiculous. Thats my point.
Code of conduct.... Please. Its applied to Players. When we are talking about code of conduct, its not related/applied to unit names ._.'

But fine, surprise us. I gonna see if it will be more entertaining when you will try to make it, than if it will be done. But i think i already have the answer.

But if you want to talk about code of conduct: Fine
-Batman is a Trademark
-Be sure none of your units name will not break the "Plagiarism" code of conduct :)
+1 / -0


4 years ago
Springfiles is now back, retracting part of my previous comment
+0 / -0
quote:
I have asked for developers to rename certain units to obey the code of conduct rules.

I have asked developers for a simplier game for new players.


Forking the game, arbitrarily removing content, changing the game's name (to contain your own name), renaming the units to be more christian friendly, and maybe changing the game's logo to be a confederate flag all seem like reasonable steps to take then.

To get started, it might help to read through the development process of another popular community project: https://zero-k.info/Forum/Thread/20224

+0 / -0


4 years ago
I don't think there is a good guide on how to make a mod. Technically this is called a mutator, so try searching that on the spring wiki. There is a way to do this by making a small repository which just contains changes in relation to ZK.

Here is developing in general: https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing#Getting_sources
+0 / -0
Technicaly, Zero-K is a Mod and not a game right ?
+0 / -0
4 years ago
I guess ZK is still a game, and spring is the engine. but you do have a point.
+0 / -0


4 years ago
Spring is an engine, so he could make a different game on the same engine. Spring games can be modded with mutators, which allow you to override anything (definitions, code etc...) in a similar way to OO inheritance.
+1 / -0