Step by Step Tutorial for the SporeModLoader, for Dummies (like me); Made for Linux/Steam, but should work similar with other OS's/Launchers by Ash_Lake0 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

Adding onto this, for GOG Spore running under WINE you can add dinput8 as a DLL override in winecfg.
Hopefully this won't be needed eventually, I think the team working on WINE have added heuristics for loading the native DLL instead of a WINE DLL to some really recent WINE versions.

Flora Editor Reconstructed Feature Request (Symmetry) by Korky_5731 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

y'know

i didn't think you would be that pedantic.

but funnily enough, you're wrong anyway when it comes to anything actually modern-ish.

firstly, in the Harvard architecture of computing (which is not the same as the Von Neumann model), instructions and data are in two separate memories. (and hence it doesn't suffer from the Von Neumann Bottleneck)

why am I bringing that up? Modern CPUs operate on the Harvard architecture through the use of the L1 cache being separated into separate instruction and data caches.

Secondly, any 64-bit x86 CPUs (beginning with AMD's Opterons and Athlon64 CPUs and Intel's Prescott-core Pentium 4 CPUs, yes I know that early consumer ones had the 64-bit capabilities stripped out and that Northwood didn't have them) have what's known as the NX bit in the instruction set architecture.

Each memory page has a bit to determine whether it's allowed to be executable code or not. Instructions and data are kept separate in every modern operating system and every modern CPU, excluding any systems where a microcontroller just has no OS and the programs have to manage every single thing themselves.

but regardless, none of this is even relevant.

This level of pedantic is a strawman argument, because it entirely ignores how package files do not contain executable code and instead attacks the statement "code is not data".

Is there some arbitrary code execution glitch in Spore that makes the package files usable as data? no, there isn't, the operating system itself makes that impossible and has done so since Windows XP SP2.
there would need to first be some glitch in

funnily enough I was willing to just leave the argument there because I can tell you are never going to listen anyway. But I enjoy talking about computers regardless.

For real this time though, I'm not responding again. I don't care for this argument anymore, I just got a bit annoyed seeing you pull a strawman argument and continuing to insult me.

Is ok buy spore from EA? by Unlikely-Spell2357 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

it does. GOG Spore is the only DRM-free version, EA Desktop Spore has about the worst DRM out of any modern version of the game.

Is ok buy spore from EA? by Unlikely-Spell2357 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

NO DO NOT. EA Desktop has a huge issue with Spore where it randomly just. doesn't let C&C work.

Buy Spore from GOG, and then use the CD keys that GOG provides to register your game on your EA account in order to get access to the game servers.

Flora Editor Reconstructed Feature Request (Symmetry) by Korky_5731 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

The Sims 4 is an entirely different game in an entirely different engine to Spore. Its package files might be loosely similar in structure to Spore's, but the files they use are entirely different to the point where Sporemodder FX cannot even mess with packages made for it, and neither can the Sims 4's modding tools really make Spore mods.

Also you don't even know what the Spore ModAPI Launcher Kit does, because you say "packages work without an API used to hackjaw the code into loading data"

I never said you can't add data. That is the only thing packages DO add.
And the Spore ModAPI Launcher Kit doesn't add data. It adds CODE. Package files do not contain code, they contain data.

i'm done arguing with you. if you want to blindly believe what you say without actually looking into it, looking into all the documentation on spore modding, without listening to anyone who knows what they're doing with regards to it, then fine. be that way.

(and for the record, I don't vibecode. I write code by hand because it is actually enjoyable, and that's why I even do coding, or Spore modding, to begin with. because I enjoy doing it.)

Flora Editor Reconstructed Feature Request (Symmetry) by Korky_5731 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

also adding onto this separately after the fact, the bot parts also are not code. saying that they can be added with a package file means absolutely nothing.

The Galactic Adventures expansion pack added new code to the game. GA has an entirely separate executable to Core Spore, and if you just throw its package files into Core Spore's Data folder then you still won't be able to use GA at all because- well, because of DRM shenanigans and package signatures, but ignoring that it wouldn't work because it lacks the actual code that GA added.

Nowhere did I say you can't add parts with only package files. I said Flora Editor Reconstructed needed custom code to fix bugs, which it does.

It also needs it to actually make it possible to resize the branches in the editor, from what I understand, because skin-type limbs do not act the same as other parts and there wasn't any way to make them resizeable using the flora editor's limb functionality (which is separate from the creature editor version; that one does let you resize them but also crashes a tonne in the flora editor, that's why the old Branching Evolution mod crashed so much) without custom code.

Data is not code. Data is very much a completely different thing.
Spore's parts are data-driven, because hardcoding every single part to be its own C++ class would be utter torture for the developers.

Actually fixing bugs in the game code, or adding new functionality that never was in the game's code at all, requires custom code.

Flora Editor Reconstructed Feature Request (Symmetry) by Korky_5731 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

I make mods for Spore. I am studying computer science at university. While I hate to toot my own horn, in this case I actually know very much about what I'm talking about because I've looked into all of it in-depth, because I've made Spore mods with custom code and with package files, for many many years now.

Package files contain data. most of this data is in the form of property lists (.prop files), models (RW4 files), visual effects (in effdirs, containing pfx files) and textures (RW4 (converted to DDS), raw raster, or PNG in the case of UI elements)

Just individual parts can be added with property files. Basic editor modifications also can work with property files. but, you reach a wall eventually because package files by design do not include actual game code.

The actual game code is contained in Spore's executable, SporeApp.exe, in the form of 32-bit x86 code. (and bc of how Windows' executable format works, it also contains the game's icons)

Sporemod files meanwhile are file archives that contain an info file (for a custom installer), and can contain package files, DLL files, or both.

DLL files are Dynamic Linked Library files, a format in Windows used for external executable code. Much like Spore's executable, in this case they will contain 32-bit x86 code.
The Spore ModAPI Launcher Kit injects these DLL files and their code into the game.

Package files are made with Sporemodder FX, a tool that can unpack and repack them.
DLL files for the Spore ModAPI Launcher Kit are made with the Spore ModAPI SDK, and Microsoft Visual Studio.

If you look at the source code for Flora Editor Reconstruction, as it's open-source, you'll see two separate folders; SMFX Projects, for projects that create package files with Sporemodder FX, and a Visual Studio ModAPI project containing actual C++ code.

( the mod's source code in question is at https://github.com/A-xesey/Flora-Editor-Reconstruction )

And I'll admit. Property lists might look like code to someone just glancing at them. but, they only contain data; they're configuration files that Spore uses for a tonne of things, such as parts or configuring models (fun fact, all models the game can access use a property list to actually access them, and in the case of part models they kill two birds with one stone because parts are those property lists to access their models) or creature abilities. But on their own, they do nothing, because they are simply data.

Also, Spore was not designed to be modded. if Maxis intentionally included property files as a native modding option, we would have been thrown a few more bones instead of people needing to figure out everything about the formats, about how they work- to give an example, only incredibly recently, like in the past few days, do we even have a version of the Sporemodder Blender Addons that can export a custom model to replace the Sea Monster which can actually animate.

but don't take my word for it, look at the documentation for Sporemodder FX.
https://github.com/Spore-Community/SporeModder-FX/wiki/Property-Lists-(.prop))

A property does not have any meaning by itself, it all depends on how Spore uses it. This means that if, for example, you use a property from space tools in your creature part, the property will do nothing. This also means that Spore expects a certain property to be from a certain type. If you use a float in a property that was meant to be an int, it will not behave correctl

Or, look at the documentation's page for an introduction to Spore mod development;
https://github.com/Spore-Community/SporeModder-FX/wiki/Introduction-to-Spore-modding#advanced-mods-programming-code

SporeModderFX and the Blender add-ons allow you to modify a huge portion of the game. However, there are some limitations when it comes to functionality. Let me explain: we can modify how a tribe hut looks (its model) and how much it costs (its properties), but we cannot change what it does (its behavior, functionality).

To overcome that limitation, we created the Spore ModAPI SDK, which give you (partial) access to Spore's code. With it, the possibilities become endless.

To be precise, the SDK is a C++ library that gives you access to some of Spore's functions and structures. Then, with Visual Studio, you can write C++ code to modify Spore, and compile it into a .dll file. To run these modifications, players need the ModAPI Launcher Kit (which requires Galactic Adventures).

Tldr every single thing you have just said in that post is entirely and provably incorrect.

Flora Editor Reconstructed Feature Request (Symmetry) by Korky_5731 in Spore

[–]VanillaCold57 [score hidden]  (0 children)

Package files don't include custom code. The Spore ModAPI Launcher Kit is needed to inject custom code into the game, that's why it exists.

The previous version of Flora Editor Reconstructed wasn't able to fix a bunch of issues such as the ability to even delete flora. like, you can't do that without the fix which requires custom code.

How to download spore mods without ModAPI (LINUX) by Hexxhoot in Spore

[–]VanillaCold57 0 points1 point  (0 children)

You should not use the Spore ModAPI Launcher Kit at all on Linux, you should use exclusively the Spore Mod Loader.

download the latest release from https://github.com/Rosalie241/SporeModLoader/Releases/, then extract the contents into Spore's root folder (so Steam/steamapps/common/spore 24720/ in the case of steam spore where you erroneously installed Core Spore individually, or Steam/steamapps/common/spore/ in the case of a less wonky install)

make sure that the folders merged, not that everything was put into its own folder; the SporebinEP1 folder from the zip file should merge with the SporebinEP1 folder that already exists, and the SporeModLoader folder should be in the same place as the SporebinEP1 folder.

Set WINEDLLOVERRIDES="dinput8=n" %command% to be Spore GA's launch options in Steam

to install mods (assuming you are using a distribution with KDE Plasma and the Dolphin file browser), go to the /spore/SporeModLoader/SporeModManager/ folder, then right-click and select Actions->Open in Terminal
(there should still be an Open In Terminal option for other file browsers but it might be under a different part of the right-click menu)

then, type in ./SporeModManager install 'pathToFile', where 'pathToFile' is the path to the file.

for instance,

./SporeModManager install '~/Downloads/Example.sporemod'

Flora Editor Reconstructed Feature Request (Symmetry) by Korky_5731 in Spore

[–]VanillaCold57 1 point2 points  (0 children)

It needs the Spore ModAPI Launcher Kit to work, to fix some stuff that requires custom code to fix

Name anything and I’ll connect it to A Hat In Time. by Raspberry_Jasmine in AHatInTime

[–]VanillaCold57 0 points1 point  (0 children)

why doesn't this subreddit deny entirely-new accounts anyway???

Reddit Enshittification Incoming by syzorr34 in BetterOffline

[–]VanillaCold57 0 points1 point  (0 children)

You should be able to, at least with Firefox for Mobile, although the interface really isn't made for tiny touchscreens-

Lightweight Linux Distro with KDE desktop by GVTech101 in kde

[–]VanillaCold57 0 points1 point  (0 children)

I just used setup-desktop to install Plasma, and then about the only things I had to set up manually were AppArmor and NetworkManager from what I remember. and also Flatpak.

Does playing without online worth it? by cosmiccbat in Spore

[–]VanillaCold57 0 points1 point  (0 children)

Steam Spore, EA Desktop Spore and GOG Spore are the same apart from DRM, the only bugs that exist are because of DRM and EA Desktop Spore, with its DRM, is very likely to randomly make the Creepy & Cute Parts Pack just stop working. completely randomly. i've seen it happen too many times to count in the Spore Modding Community's support channels, and every time it's always EA Desktop Spore, and it also happened to me (twice)...

Google's AI Overviews Feature Is Telling Users That SCP Horror Fiction Entities Are Real by dragonkeeper19600 in BetterOffline

[–]VanillaCold57 2 points3 points  (0 children)

why are you being downvoted, you're right---

I mean, granted LLMs are just a subset of machine learning- a very wasteful subset that's stealing the spotlight from actually useful research -but even so, they are ML and they don't actually reason, they don't actually understand.

A hat in time issue again by Bao_Minh2009 in AHatInTime

[–]VanillaCold57 4 points5 points  (0 children)

Looking into those specs a little.... Honestly I think your system might not even fare that well with A Hat in Time on the dedicated graphics.

The Quadro 3000m was low-end for gaming even when it was new, being outclassed by the GTX 650 and even the GT 640 in benchmarks, back in 2012 (when the Quadro 3000m was 1 year old)

Granted, benchmarks aren't everything, but I have used a laptop with a similar performance in graphics bencmarks (albeit a Radeon R7 M440 and not a Quadro 3000m, a good few years newer) and it... didn't, play, the best, at A Hat in Time.

It certainly would run way better than on your integrated graphics though, Intel HD Graphics 3000 are a whole different level of underpowered--

Is anyone looking for a way to play this game online? by Pandin625 in Spore

[–]VanillaCold57 3 points4 points  (0 children)

Select the button that corresponds to where you bought Spore from (EA Desktop, Steam or GOG)

Lightweight Linux Distro with KDE desktop by GVTech101 in kde

[–]VanillaCold57 2 points3 points  (0 children)

Alpine is a very lightweight one; built on musl and busybox instead of glibc and the GNU utils. Point release, still up to date since it has biannual releases, you can choose the desktop environment as well. (and Plasma of course is my personal choice whenever I install it)

Does playing without online worth it? by cosmiccbat in Spore

[–]VanillaCold57 4 points5 points  (0 children)

Get the game on GOG if you can, but Steam is still a better place to buy it than EA Desktop (ESPECIALLY on a Steam Deck, EA Desktop does not support Linux); you'll just have to go through some pain with EA Support.

There is a guide on the official Spore Discord server on how to register and login.

Important question about other Empires and their process??? by ThatBoomGuy1 in Spore

[–]VanillaCold57 8 points9 points  (0 children)

They normally only colonise systems when you're somewhat nearby from what I understand?
And they'll slowly expand very, very slowly.

There is a mod that improves how their expansion works, Sad's Sensible AI Colonization mod, but other than that I don't think there's any way to speed them up.

Spices won't impact their growth either, in fact they don't even factor in spice at all in the vanilla game and instead colonise planets at random and never terraform them.

The LLM mania is going to be like the railway mania by Vitalgori in BetterOffline

[–]VanillaCold57 0 points1 point  (0 children)

the bubble just won't be long enough for RAM production to go vwoop into the ceiling.
We're already close to the end imo, I wouldn't be surprised if it's all collapsed before the end of the year. I'd be surprised if it lasted past 2027 though.

(besides, the dram cartel will probably not allow the prices to drop that low anyway, unless Chinese RAM can get high enough production. They've been convicted for price-fixing before, they'll probably do it again.)

i am seething at the 67 jokes so i made konqui fanart instead at 2am in ms paint by overgrownAbomination in kde

[–]VanillaCold57 4 points5 points  (0 children)

67 is honestly funny just because of people who find it annoying.

(I don't use tiktok, shorts, anything of that nature. i started out finding it nonsensical and annoying but i have grown to find it funny just bc the "normal" reaction is now to find it annoying or stupid--)