• Announcements

    • Spaff

      These Forums are closing!   10/04/2019

      After more than a decade of serving this community well, these forums have finally run their course and it's time to close them down. That doesn't mean we want to close the doors on our community, quite the opposite!
      Our discord server grows ever busier by the day, and we encourage all Double Fine fans to meet us over there www.discord.gg/doublefine In a short time these forums will become a read only archive and will remain that way until they become needed again.
      You never know, it might happen.  There is... a prophecy. Thank you all for being part of these forums, and remember that the fun is definitely not over - so please join us on Discord! Love ya, Spaff, Tim, Info Cow, and all of Double Fine.

SinbadEV

  • Content count

    71
  • Joined

  • Last visited

About SinbadEV

  • Rank
    The Smell of Cinnamon Rolls
  1. [Tutorial] Easy Modding

    I see how you mean Overwriting could be bad. Hadn't considered multiple mods wanting the same files. It would still be fine so long as the overwriting mod was loaded first though... because then the other mods would inject their code into my new version of the files... so for massive overhauls that should be loaded first anyways (like story/flow changes etc.) it would be a viable option.
  2. [Mod] Test001

    I made a test you can try out: http://steamcommunity.com/sharedfiles/filedetails/?id=563139541 (inspired by "Magic Lamp Old Value Reader") All it does is modify the Lamp to show the old value. local oldValue = DFHack.walkPath(self.entity.state, activePath) speakHalcyonLine("Ah, so Ida has found a location for you... " .. activePath .. " (old value " .. oldValue .. " )") I accomplished this by unluac'ing HalcyonLampItem.lua adding one line and modifying a second line, compiling and including the modified file in the mod folder and then putting the following lines in Patch.lua loading.prompt("Loading Alternate: HalcyonLampItem.luac") local file1 = modfiles.load("HalcyonLampItem.luac") assets.overwrite("Data/Content/Game/Global/Items/HalcyonLampItem.lua", file1) loading.prompt("Loading Complete") and that's it.
  3. [Tutorial] Easy Modding

    Guys! I am so excited! I haven't seen this stuff anywhere I've looked and none of the Mods I've cracked open have used this method... it's so much easier than you think. Step -1: Install Lua For Windows from https://github.com/rjpcomputing/luaforwindows Step 0: Install unluac from http://sourceforge.net/projects/unluac/ Step 1: unluac game content lua (example "Data/Content/Game/Global/Gui/InventoryGui.lua") Step 2: edit resulting code in SciTE (provided as part of Lua For Windows) Step 3: compile edited code from SciTE (Tools>Compile) Step 4: add a modfiles.load and assets.overwrite to your Patch.lua to replace the original lua with your updated luac file example local file = modfiles.load("InventoryGui.luac") assets.overwrite("Data/Content/Game/Global/Gui/InventoryGui.lua", file) That's it. Am I really the first person to figure this out?
  4. Secret room

    This is the Empty chest... the label is "TreasureChest (charge puzzle)" which made me wonder if maybe I needed a turtle to charge it to get the right item out of it maybe... but I don't seem to have a SpikeyTurtle to interact with it... it's possible I edited their object to kill itself or that they don't spawn once you've cleared the swamp corruption... actually... probably that last thing I'll try it next try. edit: Yeah, no SpikeyTurtles was fixed buy putting the corruption back... still no idea on how to make the chest not be empty... letting a turtle ram it had no apparent affect before or after opening.
  5. Secret room

    OK, got a fresh brain full of ideas to be applied to the hunt... sounds like brute forcing was a no-go. Sorry... posting from work so I have a lot of questions and not much to constructively contribute. I want to check the Debug and Machine rooms for clues... but I haven't stumbled on a way to hack myself into rooms (I'll figure it out soon enough I'm sure). From the sources it looks like the Machine room has it's own book pedestal... does it function in the same way as that on the DRMRoof? Also... there's that one Empty Treasure chest... anyone figured out a way to "fix" it? I'm wondering what the "better" password on the PortRock in LabRuins is... I hacked collision boxes to get past a second time but now I'm thinking about it I realize that whatever the new password is could be a clue... anybody solve it? (from looking at the code i think it's still checking one character at a time but skipping the eyes-lighting up... which should be reversible.)
  6. [Spoilers] Fun Wishes

    Having Beaten the game for the first time I now want to do all the things... what fun/interesting/useful for hacking uses have people found? Name NumWish MaxHealth
  7. Act 2 Wallpapers?

    That would be cool... I'm still using the cabin concept art as my mobile wallpaper after all these... years?
  8. Hybrid Class Names!

    Sorry... I know you can't use these but they fit so well I had to share once I thought of them: Alchemist / Caberjack - an Alchemist that uses knockback bombs and is more melee focused. Hulk Alchemist / Hunter - an Alchemist that uses heavily damaging precision single tile bombs. Iron Man Caberjack / Hunter - a sneaky Caberjack that can stealth around the map! ! Black Widow Caberjack / Alchemist - a Caberjack that uses flask explosions on the tip of his Caber. Thor Hunter / Alchemist - a Hunter that can shoot flasks with his crossbow. Hawkeye Hunter / Caberjack - a Hunter that's all about getting point blank shots and fighting from close® range than normal. Captain America I'll try again: Alchemist / Caberjack - an Alchemist that uses knockback bombs and is more melee focused. Thunderjack Alchemist / Hunter - an Alchemist that uses heavily damaging precision single tile bombs. Lightningist Caberjack / Hunter - a sneaky Caberjack that can stealth around the map! ! Lumberist Caberjack / Alchemist - a Caberjack that uses flask explosions on the tip of his Caber. Stumper Hunter / Alchemist - a Hunter that can shoot flasks with his crossbow. Missilist Hunter / Caberjack - a Hunter that's all about getting point blank shots and fighting from close® range than normal. Bowjack (I was stretching there, I only really like Thunderjack, Stumper and Bowjack)
  9. Situation on Part 2

    Last "official" word, I believe, was Tim mentioning they were finishing up VO recording for part 2 November 6th: @TimOfLegend
  10. I think one thing I've "learned" from the DFA documentary stuff is that, while having the cross platform engine and mechanics worked out is nice, there is no such thing as a "quick easy" point and click adventure game... That said, I do like the idea of DF having their next point and click adventure game come out before the BA engine and toolchain becomes obsolete... but Tim needs a break.
  11. Is funny because I solved that puzzle by accident... I was just like "my head shrunk... I wonder if it would get any smaller!"
  12. Yeah, we've definitely talked about that sort of thing. I'm not sure about framing it in that way, but I can imagine there being a sort of 'friendship bond' status that could exist between two people which would improve their XP if they retire to a keep together I was just thinking off tossing in a few more variables related to "compatibility" relating to sexual preference (same, opposite, either)... maybe that's messier than it needs to be but basically: If a males is attracted to the gender of his mate he would get extra points of "compatibility" when marrying a mate of that gender... if the mate he marries is attracted to males that's twice as many extra points of compatibility... then, you include compatibility in your XP bonus for raising a kid such that you might choose to do a non-procreating pair if their compatibility and personality traits were strong enough to outweigh their lack of genetic offspring.
  13. What if you made happy marriages an XP bonus... and that way you would care about good matches because they would result in happier marriages.
  14. You, sir, lack imagination! We actually know the limbo state they are describing because you hit the same state in Act 1... extrapolating based on their comments it seems like they are relying on information "gained" by one character to be "used" by the other character... that seems like bad "writing"... imagine if you were watching a movie and Joe was depicted shooting a zombie in the knee and it exploding before being overwhelmed by zombies and eaten... and then later a bunch of characters are discussing the fact that Joe had discovered the zombie's weakness... we know this information as the audience but the characters shouldn't. What I'm saying is that I can only assume that they solved the problem by figuring out a way to prevent it from having happened in the first place, like, having a scene where information is shared between the two characters (depending on who get's to the moment first you would have a variation on the puzzle to figure out how to find and communicate the information or figure out how to request the information)... see, wild speculation is easy dude!
  15. Time Undies

    Anti-Briefs? (because they make your life less brief) Eternal Starch (because it counters wrinklers... or call them "Wrinkle Resistant Undergarments") Undergarments has a nice ring to it... Anti-Aging Undergarments. Undying Undergarments, Wundergarments (Wunder- as in Wunderbar) Frankly, Time Undies is going to hard to beat.