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Homeworld Source Editing Talk
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 Post subject: Cataclysm
PostPosted: Mon Jun 20, 2011 10:52 pm 

Joined: Sat Jun 18, 2011 8:18 pm
Posts: 14
Has anyone looked into forking the codebase and making a standalone Cataclysm project? or implementing cataclysm within the existing project code? Obviously there would be a lot of code overlap but also a lot of code changes. I'm just wondering what other people think about this? I'm contemplating starting it and I just wanted to see if other people have similar ideas.

 Post subject: Re: Cataclysm
PostPosted: Tue Jun 21, 2011 3:06 am 
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Joined: Tue Dec 14, 2004 3:24 pm
Posts: 324
Location: UK (UTC+0)
There is a Cataclysm tree for associated tools and documentation (svn:// ... lysm/trunk) but not for recreating the game itself. There would be a fair bit of work involved to support the original gameplay (beast infection; new ship behaviour; forcefields; crystals) as well as recreating the missions from scratch too. It can be done but personally I was waiting for the source code to be released to make it easier! However, that was a remote possibility to begin with and if they were going to release the Cataclysm source code I think they would have done it by now. Rather than fork the project, I think it would be better to enhance the Homeworld source to improve its modding capabilities and then construct a Cataclysm campaign on top of that.

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