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4 points
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This forum has like 12 active people at this point yeesh2 points
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Lukasz went into his cave again..
YouravaragebrazilianAoCfan and one other reacted to general nepolean for a topic
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PROMETHEUS | an actual AoH2 modloader | development thread
Apple and one other reacted to RostislavMerte for a topic
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PROMETHEUS | an actual AoH2 modloader | development thread
YouravaragebrazilianAoCfan reacted to flaffymg for a topic
So… hear me out: instead of having to JAR‑mod the game to support mods, what if someone made an actual modloader that really works and lets you run multiple mods at once? Well, that’s exactly what I’m building, It’s very early in development, but… I present: PROMETHEUS: bringing light to this chaotic modding scene 😛 (cool title huh?) (placeholder logo) Prometheus is (or will be) a modloader that lets you modify the base game on runtime and load multiple mods simultaneously, Just drag and drop your mod.jar into the /mods folder and voilà: you have installed a mod! I made something similar in the past, but I was super inexperienced back then and didn’t really know what I was doing. Now I’m way better at coding than i was before and came back to this silly project.. So… how does it work? Prometheus is broken into two main parts: Overlays The modding API So, what is an “overlay”? Think of it like Fabric’s Mixins: it is an annotation‑driven system that lets you modify the game’s code at runtime. It lets you inject code, mirror (shadow) variables, listen for method calls, completely replace a function, or redirect all function calls to another implementation. That’s the core idea: the overlay class defines exactly how its target class will be modified, prometheus first processes each overlay to read its annotations and build a transformation "plan", then when the target class is loaded by the classloader, a transformer applies those changes by injecting code directly into the target's bytecode, - here is an example: This code will create a mirror of the iArmy variable and a listens for the setArmy call, this function will be called after setArmy runs (and before it returns), So this will set every new army call to 800, doesnt matter what value i put, when i confirm it will be 800 (it even glitched a litle bit since i didnt adjusted the text size), as you can see.. yeah it works, this is what an overlay is, basicaly a free pass to modify the game code on runtime What is the modding api? The modding API acts as a wrapper built on top of the overlay system, designed to simplify mod development by handling common tasks for you instead of having to write an overlay for every single feature you want to modify, the api will provide some higher-level tools and utilities to interact with the game, stuff like manage systems like event handling, acessing and modifying, and creating things in a easy way (e.g., civilizations, provinces, UI elements), and provide convenient hooks into game logic. Essentially, it abstracts the lower-level overlay work and gives mod developers a cleaner, easier way to create and integrate mods without needing to modify the game’s internals directly to do simpler stuff, for example, instead of doing an overlay like the previous images we could do something like a simple event listener, intercept the event and then modify the value and of course there will be some things that the api cant do and you will have to implement by hand (when the public beta/alpha relase i dont even think that i will have the api ready by then, it is a looot to implement) Final considerations: - My roadmap for Prometheus includes alpha and beta phases before the official release. It will evolve and improve over time based on community feedback and etc. I dont have a date for the open beta as prometheus is still in a very early stage of development, at the moment only the basic annotations are functional. I'm currently working on the @Inject annotation which has been the most hard to implement so far, and this thread will serve more as a devlog than anything else, where I’ll share updates and progress as things move forward and have some feedback of what ya think. - Prometheus does not modify the base game files, it operates entirely at runtime, it works pretty much like minecraft's forge or fabric, instead of altering game code or assets directly (as with jar modding), prometheus dynamically hooks into the game when it launches, this approach makes it way easier to distribute both prometheus (and its mods), since no copyrighted game files or code are included. - Prometheus has no restrictions on how you create or distribute your mods, youre not obligated to share your source code or even release your mod for free. while id love to see every mod be free and open source, I won’t pressure anyone into doing that 😛. The only hard rule is: no malware or harmful content, which i believe every sane human being can agree on, other than that: your mod, your rules. - Everyone is welcome to help! prometheus isn’t publicly available yet, but I’m totally open to suggestions, ideas, and feedback. oncee its released anyone will be welcome to report bugs, suggest new features, or even contribute directly to the code(im not the best coder there is so the code will need some work lol) - i can't work on this all day sadly, i have university and job, so my time is pretty limited, 😞 ill be dedicating as much of my free time as I can to it but development wont be super fast. I'm sorry about tha but i promise ill try to make prometheus as good as possible, as fast as I can! Prometheus aims to be a community built project, i don’t want to be like the “oh look I’ve created this, muahaha” kind of guy, yk? I just want to be the silly guy that sparked a new era in AoH2’s modding scene. So I’m counting on yall :3 Thanks for reading this far, I really hope this project turns into something that helps people and makes this game even better than it already is ❤️ join our discord server if you want! https://discord.gg/6pjSnFgzRt from the silly, kinda weird Brazilian guy flaffy :31 point -
yup thats probably what i said b4 taking the picture1 point
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meowyowyowyowl1 point
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Lukasz went into his cave again..
YouravaragebrazilianAoCfan reacted to Siamese for a topic
his 2 week minecraft phrase is a 3 year minecraft phase1 point -
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face it, lukas will do aoh4 rather than updating this game ever again. it's a cycle.1 point
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OH MY GOD WHAT A CUTE LIL GUY HOLY SHIS I WANT TO HOLD HIM1 point
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Accurate aoh2
general nepolean reacted to Apple for a topic
Those are the best borders I have ever seen❤️1 point -
Earth Huge - In Development
GKJ_0108 reacted to Gregor Hermann for a topic
How is the progress? Not gonna lie, im more than willing to try playing your mod :>1 point -
all the issues that will need improvement with Age of history 3 thus far
bun_dha4 reacted to Das Moss Man for a topic
My only issue is that most of Aoh3's player base is children. It might melt their brains1 point -
Europa Universalis 4 MOD Of AoH II
Medmus reacted to Yavuz Selim for a topic
Excuse me but when i had installed the game i couldn't find the app inside the installed files. can you help me please?1 point -
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Scenariusze
nikmakk_ reacted to mamzwyklymonitorocochodzi for a topic
możesz też zrobić jakiś swój scenariusz1 point -
new account, lost this one lol (im dumb)0 points