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Hello Roarkes, thank you for your interest! (post became quite large - tl;dr at the bottom)The primary goal of InkyBlackness is to document most meaningful resource data of the original game. Current side-products of this goal are some editing tools with which I mainly implement to verify my findings. A non-goal of the project is to do yet another attempt at an engine-rewrite. We have other current projects, such as Citadel, as well as the commercial production from OtherSide.So, neither will InkyBlackness provide a network-capable engine, nor will it attempt to tamper with the existing executable to retrofit this. Yet, on the other side, a level editor could still support such an effort. The aforementioned Citadel project could be extended to have a network-mode - and since it is based on the original resource files from the original game, an editor could create files which are then imported to the network-capable Citadel. (Note: While this is speculation, it is technically feasible.)As for the capabilities and usability of the (current) level editor: I don't know the editor of SS2 (nor any other editor - the last ones I dabbled with were for Doom and a brief adventure into the one for Descent -- all about 20+ years ago). So I can't compare. Though, as mentioned above and previously in this thread, currently I am not focusing on usability itself; I add an interface with the least amount of engineering, which is not unbearable from a user (my) perspective, just enough to verify my findings. *)Most likely you would be able to create Citadel (the station - i.e., the game - not the project) from scratch once "finished", though right now it still lacks some features.It is kind of a chicken-and-egg situation: As long as no one builds a (capable) editor, no one will create mods. As long on one wants to create mods, no one will create a capable editor. *) Still, I am adding functions to the editor about features of the game I already know of. After all, I myself would love to see some viable mods for SS1 - which is one reason why I created this example mod, to showcase the current capabilities Yet at the moment, this has a lower priority. If there is serious demand to create mods, we could find a proper balance of "trying to get used to what the editor already provides", "figure out missing functionality from the data files", and "add editing capabilities to the editor".tl;dr:- coop/deathmatch is not applicable to InkyBlackness- usability of editor/tools: can't compare, though current focus is not on usability- capabilities: You may be able to re-create Citadel with the editor in the future, right now you can create only levels with low complexity.
Plane model? I was talking about a vast playable area that can't be accessed. I don't recall where it is now that I've mentioned it but I definitely couldn't get to it. I'll just take your word for whatever the case may be since you've seen the level design plane as day.
Feature request for InkyBlackness - Ability to change player starting position. Yes I know it's hard coded, but I'm requesting anyway.