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TNM Software Development Kit

Posted: Thu Nov 26, 2009 4:39 pm
by Jonas
Guys! Now that we've released the final official patch, it's time to also release all our development files. We're calling it an SDK, and you find the download mirrors and such here:

http://thenamelessmod.com/downloads/#downloads_sdk

The SDK contains the version 1.0.4 development files of The Nameless Mod. It contains all our uncompiled code, including NVShacker's native stuff, our models, our text files, and our conversation files plus all their audio. It doesn't contain our texture packages, our sound package, our maps, or our music, since all of that is freely accessible in the basic mod installation.

Additionally, we've included some random pieces of documentation from the mod's development (including several files that also appear in our bonus material) as well as all the little programs we used to automate certain tedious processes.

Feel free to discuss the SDK here, and hit us with any questions you might have. We can't promise we'll help you with any problems you run into, but we'll try to answer your questions as well as we can. I hope some of you will be find something to use in your own projects in here :)

Remember to check Tack's DX Lab for tutorials if you get stuck :)

Re: TNM Software Development Kit

Posted: Thu Nov 26, 2009 5:32 pm
by Jaedar
First mission: To reskin my in game avatar to look more like me/my profile image.
Second mission: Learn how to use the DX editor, create a time machine and teach me how to accomplish the first mission.

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 9:27 am
by justanotherfan
Thanks for posting everything. TNM seemed to come across a million different Deus Ex limitations, and coded them away. Plus, every mod is going to want an IRC client ;-)

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 6:53 pm
by AgentSmithereens
Yay again! I'm thinking of using it to make the game no-items compatible; should be pretty interesting.

Or maybe I should make 'TNM: The Adventures of Agent Smith' in which you play as me, and do random stuff for a while, before eventually reaching the epic finale where you heroically kill the evil Trestkon in the ABI underground tech labs.

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 7:00 pm
by Trestkon
AgentSmithereens wrote:Or maybe I should make 'TNM: The Adventures of Agent Smith' in which you play as me, and do random stuff for a while, before eventually reaching the epic finale where you heroically kill the evil Trestkon in the ABI underground tech labs.
I'd play that \o/

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 7:10 pm
by bobby 55
AgentSmithereens wrote:Yay again! I'm thinking of using it to make the game no-items compatible; should be pretty interesting.

Or maybe I should make 'TNM: The Adventures of Agent Smith' in which you play as me, and do random stuff for a while, before eventually reaching the epic finale where you heroically kill the evil Trestkon in the ABI underground tech labs.
Or look at your own alter ego in a mirror and have to kill Agent Shimt. :P

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 7:14 pm
by chris the cynic
If anyone were to actually do something like that I'd like to to see the Slicer mod, where you join World Corp play through the game normally, but then if you lose to Slicer in DXI (you know, the fight where they say, "whoever walks out of here alive will be the undisputed main character.") Slicer becomes the player character and you play onward as him.

To be honest, I don't see it really being that much more interesting than the mod standard, it's just that that line is crying out for a main character switch. Presumably you'd be restricted to bladed weapons after the switch. Jonas says that Slicer couldn't win in a fight against Kylie so there would need to be a way to avoid the fight (like locking the space station doors or some such.) There would be no DXE mission from Wolfy. Other than that, damned if I know what would be different.

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 7:35 pm
by Hassat Hunter
Well, there are those lines that should be said by Slicer then.

No-one opted a "Life as Sol bouncer" mod?

Re: TNM Software Development Kit

Posted: Fri Nov 27, 2009 8:59 pm
by chris the cynic
Hassat Hunter wrote:No-one opted a "Life as Sol bouncer" mod?
I've got nothing against such a mod. I'd play it if well done.

Re: TNM Software Development Kit

Posted: Sat Nov 28, 2009 12:26 pm
by Jonas
A gimmick mod where you play through a prequel to the ABI mission as Agent Smith could be pretty hilarious: first you fight through the offices and into the labs, then you set up a forward command HQ, and then you stand around for an hour until Trestkon shows up. The mod should have two endings depending on who wins, but clearly the best part will be having to fill an hour of the player's time with minor tactical decisions delivered through the radio :P

Re: TNM Software Development Kit

Posted: Mon Nov 30, 2009 7:46 am
by Mastakilla
Okay so how do I use this to recompile TNMitems.u? I've tried some things but I fail desperately, I basically only know how to edit defaultproperties, so yeah... Help? :oops:

I'm assuming that's the kind of stuff this was released for :P

Re: TNM Software Development Kit

Posted: Mon Nov 30, 2009 11:04 am
by Zaine
Can't wait to download this! Yay!

Re: TNM Software Development Kit

Posted: Thu Dec 03, 2009 10:59 am
by Zaine
Just downloaded it. Now sownloading instructions one at a time since I cannot use fileplanet sue to my server blocking the website. If anyone cna do the smae but host it on this website, I'd be very grateful! Thanks!

Re: TNM Software Development Kit

Posted: Thu Dec 03, 2009 2:07 pm
by Trestkon

Re: TNM Software Development Kit

Posted: Fri Dec 04, 2009 12:50 pm
by Zaine
http://www.fileplanet.com/dl.aspx?/plan ... 8_2002.chm

Yeah, I can download each page form the link you gave, one at a time but not from the above link since my server blocks it. Also I found out I don't have the construction software to use. Owch.