Oh wow, that's the most significant step towards an editor that has been done in a long time. It's still a long way obviously but it was really interesting to read through all of this. I very much appreciate your work. I hope it's ok if I make merely one condesnsed response to all of the different points you raised in the 2 threads you created:
First of all it's really interesting to hear that there are actually more fears within the game and that they are actually working (btw: What is the icon for normal fears? Or is it just empty). There are likewise a few unused powers in the game but they don't actually work (=crash the game) and I don't know if it's really possible (without impossibly much dedication) to make them work. 2 powers I remember are Gravestalk (a level 7 power which is probably in the line of other chasing powers) and Labyrinth (a level 10 power which is a mapwide version of Hidden Maze).
I believe generally the coders poured a lot of the unused stuff into the code and as your fingins suggest some of it might genuinly still be intact (or at least possible to repair). The unused ghosts are also in the code. When I made my Unused Ghosts Mod I exctracted some of the code (responsible for the animations) from the unused ghosts and put them on other ghosts. Soulscreech and Smokin' Joe seem to have been the most complete, they have most animations (maybe even all, I don't remmeber). I don't remember at all about Azrael but Thorne doesn't have working animations I believe. If the model and the animations don't correspond, the game will crash. However with some patchwork you can circumvent this. For instance to implement Thorne I just fully used Fingers model and animations (if I remember correctly) as they mesh really well. It's definitely also possible to get the other 3 working as that's just what I did. However it's so long ago that I don't remember excactly how I did it (still it shouldn't be a big problem). Likewise the 4 unused ghosts also have a relatively high form of completion in general. 3 of them have portraits and 2 of them have banish-soundfiles. I made Azrael (who didnt have a portrait) a portrait myself for my mod.
Anyway: What stopped me back then was that I saw no way to implement them without overwriting existing ghosts which you suggested might be possible. If you can add an aditional slot to the selection screen (which I didn't think possible beforehand) it's defintiely worth a try as it might very well work out. I assume it could be possible to add them into via the ghosts that you get "for free" at the beginning of each act. Of course there would still be the problem of the Ghoul Room but if they do work without Ghoulroom representation (which I'd guess isn't unlikely) they could just have full powers from the start (however perhaps they shouldn't be super strong then in order not to bring the game totally out of balance). If you should try to add them back in you have to be careful with the animations and with the powers. I don't know if the 4 ghosts in the exe have any set powers but if they have, I didn't find them back then. So you might have to set the powers. Likewise you have to asure yourself that the animations are set up correctly (maybe start with soulscreech, I think she should be the easiest to implement). I believe I had to do one thing or the other about each of them. For instance I'm fairly sure that some of Smokin' Joe's animations don't work and that (as I said already) Thorne doesn't have any. You could always look into my Unused Ghosts mod (which I believe is still up - oh, and try to find the zip version, not the installer). The exe is a modified version of the Allghosts with Bonus Scenario and I replaced the ghosts in the following ways: Moonscream->Soulscreech, Fingers->Thorne, Blair Wisp->Azrael, Painter->Smokin' Joe and the way I set up the animations they all work in the most complete way I could imagine.
You also suggested changing the fetters and powers. This has already been done and there's even an editor out somewhere on the forum. The values concerning fetters and powers are in the exe close to the bottom. You should be able to find them by searching for the haunters name until you get to a place with lots of empty values, something saying default haunter and then a block of different values (which includes the powers and the fetters).
As far as changing of scenarios goes I don't really know if i's possible to add in new ones (or duplicate existing ones), as there's the problem of the entry to the scenario. You would need to way to start it up (and I imagine creating a new point on the selection map would be hard). However it would be possible to make a new exe and shake up some things in the existing levels. For instance it might be possible to bring back all (or some) of the unused characters which would make for a different experience (Haunting 101 with FBI agents is probably much harder than Haunting 101 with college students). However I'm unsure if it would be all that interesting without new maps and/or tigger events.
Thanks for such a detailed post, you brought up a lot of things I wasn't aware of.
First of all it's really interesting to hear that there are actually more fears within the game and that they are actually working (btw: What is the icon for normal fears? Or is it just empty).
Yeah, it was a nice surprise. The only one that's actually working is "normal", but it's still something we didn't have before. The icon for fears is what you see when you uncover it (a drop of blood for blood, etc). Unless you meant "normal" fear specifically, then it's a magnifying glass.
There are likewise a few unused powers in the game but they don't actually work.
It's a shame that Labirynth wasn't implemented, it would've been great fun. Can't say im surprised though, it probably also had a great potential for bugs. (game design aside)
Likewise the 4 unused ghosts also have a relatively high form of completion in general ...
Good to hear that. I've seen them in the code, but didn't really look into them. Altough they'd have to be pretty damn complete to be actually useful.
If you can add an aditional slot to the selection screen (which I didn't think possible beforehand)
Could be possible, as increasing max haunters limit turned out to be laughably simple. But even if it succeeds, just adding an empty slot isn't worth much.
The overall complexity of adding a ghost is THROUGH THE ROOF. But just as you say, it's definitely worth a try. Even 1 new ghost would be a trendomous gain. Gonna need a lot of luck though...
I assume it could be possible to add them into via the ghosts that you get "for free" at the beginning of each act.
Great idea! Ghoul Room doesn't seem very likely atm. Someone would have to figure out how to define custom spawn points (which would be a big find by itself). Unlocking the powers from the start is nice and simple, so I'd prolly just avoid the problem.
You could always look into my Unused Ghosts mod
I will definitely give it a try, don't know how I missed it
You also suggested changing the fetters and powers.
I'm aware of the save editor (it's a great piece of work). By changing fetters I didn't mean the ones on the ghosts, but in the scenario itself. For example changing a single plant to be <earth, murder> in Haunting 101, to make Darkling more accessible, but within limits. (darkling binding to all earth fetters would be OP)
As for the powers I primarily wanted to edit the cooldowns - for fun and mayhem. Maybe some other numbers too (to make insanity more viable, as even one of the authors thinks it's too hard)
The values concerning fetters and powers are in the exe close to the bottom.
That I didn't know, thanks!
As far as changing of scenarios goes I don't really know if i's possible to add in new ones (or duplicate existing ones)
Yeah, it's not very likely (and using another .exe is easier). I meant that mostly in a "whats the most we can hope for" way. Just creating a heavily modded scenario wouldn't be a revolution, and definitely not as fun as a new map, but it's always something.
Unfortunetely I don't think we can create a new map even if someone cracks the custom .bsp format. Unless of course, the actual editor is unlocked.