(V1.0 RELEASE - 17 July 2018) IMF's WOG Tour - Fan-Made World of Goo Game - No GooTool Required! (GOOMOD DEV. UNDER WAY!! :) )

23 replies [Last post]
Joined: 04/07/2017

⇨⇨⇨⇨ PLEASE IGNORE THIS TOP BODY POST FOR NOW. THIS IS JUST A BRIEF DESCRIPTION OF THE MOD/GAME AND ITS FEATURES. PLEASE VIEW OR READ THE BELOW REPLIES; THEY EXPLAIN THE CURRENT JOURNEY OF THE GOOMOD'S DEVELOPMENT!!!! ⇦⇦⇦⇦

** THIS IS THE OFFICIAL POST. ANY OTHER VERSION IS A FAKE OR PIRATED VERSION! Smile

IMF's WOG Tour is a fan-made remake of the original game World of Goo by 2D BOY. It was released on July 17, 2018, but was originally finished in March of 2018. The game took about a month to finish, and the majority of the coding I did was redone by just analyzing the code and understanding what it meant.

The reason that this game does not require GooTool to run is that this is a standalone game folder with its resources held away from interfering with the original or a modded World of Goo clone. This means that you can play this game by itself without the need to use GooTool to install this fan-made game.

The alternatives to the original game:
- Altered story line (the characters are a slight bit darker)
- New balls in the game (most are re-colored versions of other balls or their properties were altered)
- 28 Extra Levels (65 levels in total rather than the original 37)
- Altered default assets; the list below defines what changed:
I. Title screen altered as follows:
----
I.A. Hue altered to colorize to pure Red
I.B. Title music changed to the OST version of Jelly
I.C. UI Buttons on title screen (profiles, credits, and quit) over images are red instead of gray)
I.D. Mini structure building is enabled on the world map
I.E. All text changed to be colored red
I.F. Island buttons changed to be B&W small maps of the chapters
----
II. Game cursor colors changed to any color on some of the levels

*** GAME DOWNLOAD LINKS (NO VIRUSES) ***

ZIP Download [294 MB]: (LINK REMOVED UNTIL .GOOMOD RELEASE)

Setup EXE Download: (LINK REMOVED UNTIL .GOOMOD RELEASE)

This game has 100% no viruses. If you think I am lying, scan the program. If it detects viruses, ignore them. This game is 100% safe and virus-free.

Joined: 05/11/2011

Before Playing:

Just looked through the levels folder, and it looks like all the original levels are still there. One of the reasons it's better to use gootool is because you need to have purchased World of Goo, whereas in this game, people can download it for free using your link. If it's possible, try to convert your mod into a goomod (although by the sounds of it, you may have edited some of the code. I think that may have been frowned upon, but I don't recall where I read that).

Bootup:
So I know that you said it was virus free, but my system detected it as a virus. Any idea why this may be happening?

Playthrough notes:
-Remove any copyrighted music.
-Just wondering, what kind of code did you edit? If this code is like the xml code used to change the islands, then it's entirely possible to turn your mod into a goomod (which I strongly recommend).

I give critique to recent levels.

Also...
You've waited, and I finally have delivered!
World of Goo 1/2 Chapter 3 is finally here!

Joined: 04/07/2017

EDIT 11 December 2018 @ 3:37 PM: Yes, it is official: .goomod development is under way!

This should answer it all.

I. Why didn't you make it a .goomod file? Have you even done it before?
I'll try, but I'm not making any promises this will happen. I've heard that .goomod creation can be really difficult when it comes to the Mod type, but I'll try my best.
(And a quick question, is there any way to put in a new line in the addin description that appears in GooTool?)

II. Why is it being virus detected?
I have no idea. I was not lying when I said it was virus free. Sometimes I swear those things are too sensitive. But if you want to believe that this a virus, I'd highly suggest you get rid of it. No sense in risking the files to end up with viruses on the computer.
When and if this becomes a .goomod file, that shouldn't happen.

III. Where is there copyrighted music?
Level 5-4: Will in Shall (This is confirmed on the playthrough video on my YouTube channel). Otherwise, that is the only piece of copyrighted music. That will be changed in the .goomod release, that is, if there ever is one, and in the setup and folder downloads.

IV. How did the islands/chapters, text, and resources change?
Mygod's World of Goo Modifier was used to edit the XML.BIN files. This was used to mod the text strings properties file and the resources properties file as well. All that was done was as follows:

- The level "id" tag was modified for every level, leaving no traces of the original levels inside of the modified code.
- The cutscenes have been moved. (Also, I gave the whistle after level 1-1 for easier playing in the rest of the game.)
- The text strings were added manually by using WoG Modifier. I had to manually add in each individual string for the level names and their subtitles.
- The game contains custom pipes at later points of the game, primarily in Chapter 3. This meant that the game's resources.xml.bin file had to be edited to get new pipes in the game.

All of the above could pose a pretty mild level of difficulty to the .goomod creation.

V. Any closing notes?

In short, I thought that this would be fun. I finished this game in March of 2018 (I wrote it that way to minimize confusion) and I knew that as soon as I released it, there were going to be people asking "Why isn't this in the .goomod format?" or "Why'd you make this? It's really ridiculous how it's made!". Yeah, those kinds of things. As seeing you being the first to critique this, I'll take that for what I will, and will hide the links until the .goomod file is released. (Wait, that means they may never re-open. Well, heck...) Also, a lot of the levels were a bit repetitions of others and it felt like this was just quickly made, so I may update the levels that I feel are lacking and release those levels in a better rendition.

I had hope. I felt that some people would be impressed. Turns out I was wrong. I made this to have fun and let others have fun, and it appears as if it backfired completely. I will try to make this a .goomod file, but like I said in Section I, I am not making any promises.

If that didn't answer your questions or concerns, I will make a follow up video on my YouTube channel.

Joined: 05/11/2011

http://goofans.com/developers/resources/chapter-addin-development

Here's a forum topic on chapter development, best of luck to you! Also, hope my criticism didn't come off as offensive. Although if making a goomod does prove to be too difficult, I may see if I can compile it for you. (Although I'd have to have some time on my hands to do that first Tongue)

I give critique to recent levels.

Also...
You've waited, and I finally have delivered!
World of Goo 1/2 Chapter 3 is finally here!

Joined: 04/07/2017

Thanks for the reply. I was completely wrong about what I said about said goomodding being extremely difficult. As it stands, this more than likely will not be as difficult as I anticipated it would be.

I hope that this goomod will turn out fine. Right now, the addin.xml and text.xml are already finished and ready to go. All that is left now is to mod the game and merge the levels. (Yes, modifying Chapter 1 will be involved. Also, GooTool already recognizes it too.)

However, I have contracted one issue already: merging. I am unsure on merging folders in Windows 10 like you could merge two folders in Windows 7. If I can find out how to merge two folders in Windows 10, the whole process will avalanche, which will make my job much easier.

Joined: 04/07/2017

EDIT 15 December 2018 @ 12:36 AM: This was resolved. Turns out that WinRAR kept the BIN files inside of the override folder regardless of the changes I did. I thought that WinRAR overwrote the folder completely, but it just adds files, not deletes.

Here's a quick update on the .goomod file development:

So far, this has been pretty easy. After figuring out how to do it right, the entire wall of "this is too difficult" just collapsed. I found out that I didn't even need to merge, all I needed was to put the levels inside of the "compile\res\levels" folder. (This is described in the changelog section of the GooTool description).

But a problem has been encountered:

GooTool says this when the "Save and Launch" button is pressed: "Bin files are not allowed in the override directory". The irony is, there are no XML, goomod, or BIN files in the override directory period. Any way to resolve this?

As it stands, it should be out by December 24 or 25.

Joined: 05/02/2017

Gootool is kinda weird with these issues and sometimes it says something that means sonething completely different. Do you have BIN files anywhere else in the mod? If there are no BIN files in override, you should check compile and merge for them too. Im pretty sure BIN files are completely unsupported in goomods (I could be wrong) and BIN files in the mod will have to be decrypted into XML files. See if this works.

I like to make WoG chapter addins and helping people who are struggling with goomodding.
Check out my YouTube channel where I post videos related to goomoddery:
https://www.youtube.com/channel/UC6TvwyBzuFYtXGaaN0T9H6g

Joined: 05/11/2011

It will be a little cumbersome, but you'll need to convert all the bin files into xml files. You'll be able to do this by going to the advanced tab of gootool, and selecting the appropriate decrypt option. At least, that should solve all the issues for levels and island.xmls. If you have any cutscenes however, you'll need to export the .bintl files, and decrypt the resources.bin

If it helps, try downloading another addin and renaming it into a .zip. That should help you compare and contrast.

I give critique to recent levels.

Also...
You've waited, and I finally have delivered!
World of Goo 1/2 Chapter 3 is finally here!

Joined: 04/07/2017

I should have said sooner. I figured out how that works. I learned that from the addin "TM13's View of the World of Goo". The addin is very useful to me.

Thanks for telling me so about GooTool's decrypt function. My old method of conversion was this:

(This was in the "compile\res\balls" folder)
I'd open the .BIN file inside of WoG Modifier, copy the XML from Notepad, create a new *.txt file in the same directory, paste the XML inside of the new file, save and close it, then rename it to either balls.xml.xml or resources.xml.xml.

Now that you have told me about the decrypt function in GooTool, I now realize that this was very inefficient.

Thanks for saying so. This makes this whole process ten times easier. Smile

Joined: 05/11/2011

Fire S. wrote:

I'd open the .BIN file inside of WoG Modifier, copy the XML from Notepad, create a new *.txt file in the same directory, paste the XML inside of the new file, save and close it, then rename it to either balls.xml.xml or resources.xml.xml.

Ooh, bad idea.
If you look at an xml, you'll see that the text isn't the same. So for all of the files you've used that method for, you're going to have to go back to the bin files and decrypt them this time.

I give critique to recent levels.

Also...
You've waited, and I finally have delivered!
World of Goo 1/2 Chapter 3 is finally here!

Joined: 04/07/2017

Thanks for letting me know. I will do the "compile\res\balls" folder over again. At least it is only 25 folders whereas the levels folder is 71. So far on the levels folder, I am up to 32 of 71 converted (45% of the levels have been converted to just plain XML. And yes, it was done with GooTool, not my nonsensical old method).

I know that this must be getting boring or monotonous just telling me the best methods of doing this and that it may be wasting your time, but I dearly appreciate the huge help you all have been.

As I said in my last reply (Post #8), I stated that the release date was approximately going to be December 24 or 25. This is where it will stand for the time being. If the goomod is not released by then, it may be out by sometime between New Years Eve or New Years Day. (December 31, 2018 or January 1, 2019).

My intention was to get the goomod out by the end of 2018, but it may not happen as we only have 16 more days of this month. It may be out before this year is over, but this will still require loads of testing, so it may not be out for a while.

Joined: 05/02/2017

Have you used WoGEditor to make levels? If so, you can export the levels there as goomods, which already have decrypted BIN files and XMLs. All thats needed would be to merge it into the larger goomod. Maybe this could speed things up a little?

I like to make WoG chapter addins and helping people who are struggling with goomodding.
Check out my YouTube channel where I post videos related to goomoddery:
https://www.youtube.com/channel/UC6TvwyBzuFYtXGaaN0T9H6g

Joined: 04/07/2017

To get it out of the way: Yes. WooGLE was used to make the levels. And some of the balls were cloned and modified with WooBLE.

So, I thought I should update everyone on how I am doing with this goomod:

This could take longer than expected. I said that it'd be near December 24 or 25 or New Years Eve or Day, but realizing the fact that I have a long way to go on the BIN to XML conversions, this could take a bit.

I understand doing this the hard way was not a smart decision, but I have already come this far. True, I am only 5 days into this goomod, as of now, and I already have quite a bit done. I mean, I have 32 of 71 levels converted from BIN to XML, but it feels as if I am moving too slow. I am trying to move a bit quicker, but the speed I am moving at the moment is insane. It is hard to describe the speed, but, just roll with me here.

I should have gotten feedback on how to do this before starting. Originally, I was going to do this fully blind and from scratch, but that seems as if it was a bad idea. All I have done to myself is tie myself into a bind and it will be hard to get out of.

For now, I am going to keep going how I am now. I will finish the levels folder conversions, then I will have to take anywhere between a 2 to 6 day break to do one thing: make a few cut scenes. Originally, there were going to be cutscenes in the ZIP/Setup EXE release, but I didn't know how to do animation/movie creation at the time. About 2 days ago, I made the Chapter 1 End movie for Chapter 1, and it looks pretty decent in my opinion. The next cut scene is going to be after Level 1-8, and I am unsure on how I will structure it. But, I'll figure it out. Another thing that I am unsure on how to structure is the transition from Level 2-14 into Chapter 3. Since there is no real tie between Chapters 2 and 3, this can pose an extra level of difficulty in structuring the connection to these chapters. In the end, I will make it all work.

After gooey goo's reply on the old method (Post #9) and saying that I need to redo the BIN/XML files that I converted using that method. This is going to add more time needed for this. But, a plus to that is that it should take only about 20-45 minutes, so not too long.

I'll be honest, this is going pretty smoothly for me at the moment. Well, to a degree. It is going smoothly for me but is also kind of struggling. I feel as if I am going to let people down. My plan is that this goomod will be 100% like the July 2018 release, but it is not to be fully expected. There WILL be modifications to the game in the goomod release, but it will be practically no different from the original release.

The thought sparked in my head recently: what do I do about the resources.xml.bin file in the original game's "properties" folder? Now, you may be saying: "You don't need that file." Well, there were custom pipes made with that and it is ideal for the goomod to work, otherwise the game will crash. This is evident as most custom pipes are in Chapters 3 and 5. How can I use the files in the resources.xml.bin file to make the pipes work in the goomod?

In the end, the goomod development is going okay. Not the best, but definitely not the worst. I am trying my absolute hardest.

I know I am wasting your time, but you are sincerely helping me in the long run, and for that, I am thankful. Smile

Joined: 05/11/2011

Oh, custom pipes?
Yeah, you'll have to use the merge folder for that.
http://goofans.com/developers/world-of-goo-level-editor/reference-guide/...
Hopefully that article helps.

I give critique to recent levels.

Also...
You've waited, and I finally have delivered!
World of Goo 1/2 Chapter 3 is finally here!

Joined: 04/07/2017

Yes, thank you for that article link. I viewed it before, but I accessed it only to get the syntaxes for adding custom pipes.

Now that I noticed the merging process, I will fix this and it will hopefully work.

Joined: 04/07/2017

To the people who are interested:

I will be live streaming my goomod development maybe around 10:00 or 11:00 PM tonight. If you are able to view it, feel free to come tune in. If you can't, I understand.

Joined: 05/02/2017

Which timezone though? Also, merge folders are used for particle effects, pipes and materials. And you mentioned in a previous post that "There WILL be modifications to the game in the goomod release" what do you mean by "modifications"? If you are changing gooballs and levels from the original game, its considered "cheating" and the goomod wont be published. You can edit the MWV, however, and if you have edited OG gooballs and levels you may have to change them back, clone them in the editor with a different name, and then edit them. Once again, this only applies if you edited OG gooballs and levels.

I like to make WoG chapter addins and helping people who are struggling with goomodding.
Check out my YouTube channel where I post videos related to goomoddery:
https://www.youtube.com/channel/UC6TvwyBzuFYtXGaaN0T9H6g

Joined: 04/07/2017

Time Zone (more than likely in regard to the live stream time): UTC -5:00 (Eastern Time) (US and Canada) (You'll have to convert 10 PM or 11 PM to your time zone.)

TL;DR: My time zone is Eastern Time. If it isn't yours, you will need to convert it to yours. And I will leave a link here when I am live.

No original levels were modified. I can't and don't even know how to do that in the first
place.

What I meant about there being modifications is that the goomod version of this game compared to the original release of the game will be slightly different than the original release in either the ZIP or the Setup EXE.

A few examples of modifications to original goo balls:

- Fuse goo was changed to single strand; ball in folder is named "FuseSingleStrand"
- Common goo was changed to 4 strand like the Albino goo; ball in folder is named "common4strand"

So, in that regard, the original game balls are the same, they were just cloned and given different names to fit their new attributes or properties. Or, I didn't mod the original ball files at all. All I did was clone its folder to modify it then. The original game's goo ball files were left untouched.

Joined: 05/02/2017

Ok you shoudl be alright then, just had to make sure.

I like to make WoG chapter addins and helping people who are struggling with goomodding.
Check out my YouTube channel where I post videos related to goomoddery:
https://www.youtube.com/channel/UC6TvwyBzuFYtXGaaN0T9H6g

Joined: 04/07/2017

Here's the link to the running stream: https://www.twitch.tv/imf24

Joined: 04/07/2017

gooey goo wrote:

Yeah, you'll have to use the merge folder for that.

How would I write it to where the pipes will work? How do I format the XML to work with the game in the "merge" folder?

In other words, where does it need to be saved and what does it need to be saved as?

Joined: 05/02/2017

Turns out I cant type a template here (for whatever reason) the pipes go into resources.xml. You should look at the resource.xml from the OG game to see how the pipes are made.

I like to make WoG chapter addins and helping people who are struggling with goomodding.
Check out my YouTube channel where I post videos related to goomoddery:
https://www.youtube.com/channel/UC6TvwyBzuFYtXGaaN0T9H6g

Joined: 04/07/2017

Edit 20 December 2018 @ 2:00 AM: The resources file has been added and does not error in GooTool now.

But I am still receiving errors. My current error now is this:

https://imgur.com/a/e1kwcxt

And the script looks as follows:

https://imgur.com/a/gDI6Pws

Any resolve for this? If so, I will do so for the other four island XML/XSL files.

-------------- OLD POST --------------
I have extracted the pipe resource lines from the file "resources.xml.bin" in the "properties" folder, but I am unsure of where to save it and the extension to save it AS in the "merge" folder.

If I can get the extension and directory for saving the file, I can probably have a stable goomod to the point of maybe leaving the Alpha stage.

Joined: 11/04/2008

In answer to the earlier question, GooTool specifically prohibits you from putting .bin files in because they are not cross-platform compatible. Put in the unencrypted .xml files instead, and GooTool will convert them to the appropriate platform-specific encoding depending on the end-user's platform.

This feature was added to prevent users who didn't know what they were doing from accidentally creating mods that would only work on one platform - when there is no reason for any mod to be platform-specific, what with the various compilation, encryption and encoding techiques that GooTool takes care of for you if used right.

-davidc