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Re: Upcoming feature : Mod support
Posted: Sun Dec 01, 2013 4:19 pm
by Smodd
First of all: Thanks a LOT for the Mod support
There is only one thing I wanna say: A folder with the name "fonts" ( in the mod-folder) and its content don't load properly if you restart the game. You always have to deaktivate and activate the mods after starting Prison Architect again.
Would love a fix in the next version

Re: Upcoming feature : Mod support
Posted: Mon Dec 02, 2013 9:34 am
by grumblerbear
Modifications need for the separation of sprites on individual images, otherwise graphics mods would be incompatible
Re: Upcoming feature : Mod support
Posted: Mon Dec 02, 2013 5:30 pm
by Smodd
grumblerbear wrote:Modifications need for the separation of sprites on individual images, otherwise graphics mods would be incompatible
I don't get the beginning of your sentence

Re: Upcoming feature : Mod support
Posted: Mon Dec 02, 2013 11:54 pm
by grumblerbear
Sorry, my English is very bad. I mean, that each object must have a single file with a texture and we could then add new and modify old objects without incompatibility between the mods, as it is now
Re: Upcoming feature : Mod support
Posted: Tue Dec 03, 2013 9:57 am
by Smodd
Ahhh gotcha

Re: Upcoming feature : Mod support
Posted: Tue Dec 03, 2013 12:24 pm
by elDiablo
Hey paktsardines. Thanks for commenting about this.
At the moment, as you've found out (and posted about in the GFC grants thread) you now get 2 sets of initial mods, yours and ours. What we've decided to do is load the grants.lua in additively (so that all grant mods can work together easily) but if a grant of the same name already exists, it won't be added again. Therefore, the first mod in your active mods list to make a grant will a particular name will always have priority over other grant mods and our initial grants.
This should solve your problems with the GFC mod, unless there is something I am missing?
Cheers
elDiablo
Re: Upcoming feature : Mod support
Posted: Wed Dec 04, 2013 5:39 pm
by grumblerbear
Maybe using fonts in OpenType or TrueType — good practice, it's Unicode for multilanguage game and easy customize
Re: Upcoming feature : Mod support
Posted: Thu Dec 05, 2013 2:07 am
by paktsardines
Therefore, the first mod in your active mods list to make a grant will a particular name will always have priority over other grant mods and our initial grants.
Thanks for your efforts, but I'm afraid that was my understanding as well.

I have ensured my grants have the same names as the bootstrap grants and am still getting duplicated grants. Most likely I'm doing something stupid, but I'm starting to wonder if there might be an inherent problem in overriding the base grants.
FWIW I _have_ also noticed that not all language strings can be overridden in base-language.txt (specifically I cannot override the lawyer tootip).
I realise you probably have better things to do, so I've opened it to the community
over here. Thanks again though.
Re: Upcoming feature : Mod support
Posted: Thu Dec 05, 2013 8:54 am
by elDiablo
Yeah, at the moment you can't override the initial grants. That's how we've designed the system. In the next version, we will make it so that you can, by just naming your grant the same as the initial grants.
As for the tooltip, that is weird, and we'll have a look.
Re: Upcoming feature : Mod support
Posted: Thu Dec 05, 2013 12:13 pm
by paktsardines
Apologies, I hadn't realised your earlier post was referring to a future update. Thanks again for your help, good to know I'm not going crazy.

Cheers.
Re: Upcoming feature : Mod support
Posted: Sat Dec 07, 2013 11:16 pm
by Smodd
Well if you want to support mods i've got a very very basic request:
Please give a introduktion (for example a .pdf) for the strings/commands programmed in in LUA. I looked up all of the .lua files I could find and got a lot of those things worked out... but to work out every single command is more than nervewrecking! If I'm thinking about "Game.CamMove ( A, B, C, D, E, true/false)" I could become a lunatic 'cause this bloddy thing is zooming crazily illogical for me.

Also what I searched for over an hour:
In "Deathrow" you have to place a foundation and a jaildoor. After the CEO stoped talking the buttons for "Foundations" and "Objects" as well as the "Large Jail Door" is flashing. Where the hell is this in the code? I can't find it
Code: Select all
function DeathRow_Intro()
Game.AdviserIncoming ("Ceo")
Game.CamMove ( 48, 15, 85, 38, 0, true )
Game.CamMove ( 48, 24, 85, 46, 30, false )
Game.AdviserSayBatch ( "Ceo", "adviser_deathrowintro" )
Game.CamMove ( 0, 31, 41, 57, 5, true )
Game.AdviserSay ( "Ceo", "adviser_deathrowintrob_1" )
Game.AdviserSay ( "Ceo", "adviser_deathrowintrob_2" )
Objective.Create ( "DeathRow_Building" )
Objective.TargetZone ( 12, 34, 23, 47 )
Objective.RequireBuilding ( false )
Game.AdviserSay ( "Ceo", "adviser_deathrowintrob_3" )
Game.AdviserSay ( "Ceo", "adviser_deathrow_buildinside1" )
Game.AdviserSay ( "Ceo", "adviser_deathrow_buildinside2" )
Objective.Create ( "DeathRow_BuildOuterDoor" )
Objective.TargetZone ( 19, 47, 20, 47 )
Objective.RequireObjects ( "JailDoorLarge", 1 )
Trigger.Create ( "DeathRow_BuildInternalWalls" );
Trigger.RequireObjective( "DeathRow_Building" )
Trigger.RequireObjective( "DeathRow_BuildOuterDoor" )
Objective.Create ( "DeathRowy_BuildFoundations" )
Objective.TargetZone ( 22, 46, 23, 47 )
Objective.RequireBuilding ( true )
Objective.SetFlags ( false, true )
Trigger.Create ( "DeathRow_ExplainFoundations" )
Trigger.RequireObjective ( "DeathRow_BuildFoundations" )
end
Please let there be a small guide on an pdf or something like this!
Re: Upcoming feature : Mod support
Posted: Sun Dec 08, 2013 1:48 am
by willwill397
Well this finally gives me a use of my knowledge with lua, can't wait to see what i can do!
Re: Upcoming feature : Mod support
Posted: Sun Dec 08, 2013 11:28 am
by Smodd
willwill397 wrote:Well this finally gives me a use of my knowledge with lua, can't wait to see what i can do!
That's what I thought, but if you can't figure out all of those variables you are kinda stuck

Re: Upcoming feature : Mod support
Posted: Sun Dec 08, 2013 7:28 pm
by Roomon1
Smodd wrote:Please give a introduktion (for example a .pdf) for the strings/commands programmed in in LUA.
I seem to recall seeing something like this around on the DevWiki. I was sure there was a nice comprehensive list, but I cannot find it now. If I find it again, I'll let you know. In the mean time, maybe the
LUA Page will help, since it seems to have some of this?
As for your other question:
Smodd wrote:After the CEO stoped talking the buttons for "Foundations" and "Objects" as well as the "Large Jail Door" is flashing. Where the hell is this in the code?
I suspect you're looking for the Objective calls, as seen here:
Code: Select all
Objective.Create ( "DeathRow_BuildOuterDoor" )
Objective.TargetZone ( 19, 47, 20, 47 )
Objective.RequireObjects ( "JailDoorLarge", 1 )
It looks to me like the game knows how to build various objects. This means that by calling Objective.RequireObjects with the objects you want, the game will automatically make the proper buttons flash.
Does that do the trick?
-Roomon1
Re: Upcoming feature : Mod support
Posted: Sun Dec 08, 2013 7:34 pm
by Roomon1
Great job on this, guys! There's lots of good stuff to keep us modders happy.
I have a question: I have an idea for a mod that would require altering the behavior of the people in the prison (esp. guards, bu also prisoners, cooks, janitors, etc.). It looks like this is not currently feasible -- The behavior is controlled by game logic not accessible from mods. Is this true, and if so could you make this more accessible? If not, could you please point me towards the way to do that?
Thanks, and keep up the excellent work!
-Roomon1