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RE: Can new content be made?
My two cents, as someone who's not actually working on the code at all <_<; It honestly depends. Technically, I would say that nothing is impossible -- the real question is 'what new content would be relatively straightforward; what new content would be excrutiatingly painful to attempt to implement?'
It would be relatively simple to _modify_ existing content such as clothing and items, to a certain extent. All the item stats are defined in gameobjects.pkb, and we know the texture format (but not the models), so some appearance changes could be made along the lines of "The Patch." Ability behavior is to an extent also defined in gameobjects pkb, but more along the lines of "this icon sends this hex string to the server." The actual implementation of what that abilityID _does_ to the characters involved was entirely on the server, so that could in theory be changed as well. It's more a matter of deciphering all the packet structures and communications protocols... afterward, comes the ability to do computation on the server for custom things.
New missions would probably be similarly alright, because missions were pretty much entirely dependent on the server version, and not stored in the client. New skills, areas, items I think would be a pain. Even if the respective file formats for METR, MGA, LOD, COD, MOA, etc were deciphered so that new things could be made, the real pain would be getting things to register in the engine. As it stands, there are currently hardlineIDs for each hardline. Abilities have abilityIDs, gameobjects have itemIDs, rezIDs for resource components, etc. You can call Discovery Engine methods that print some of these out. Currently we don't have all the list information, and the ones that are available... we have the info, per se, but don't quite know how to change those lists to register new content.