Yeah, looking on the webpage, but not beta version for download =(
Chirmaya
Isn't showing up here either =3
Will Total Conversions be able to take advantage of this, perhaps with an optional "restart game for changes to take effect", or will those be handled fully outside of the game client? I am really looking forward to this so far, so keep up the great work!
Ooo! Make a mod that alters the user interface! I haven't used Object Desktop before, so I am confused as to how it is all setup.
Oh, I love this idea. I am totally in the process of watching every show, as I am totally hooked. Good luck with this. I am going to try my hand at modding shortly, so if I can learn the system (school is starting next week) I would love to help ^_^ But take my offer with a grain of salt, as me is busy >.
The plan is to have a button that you can click in order to roll the dice, or you can put in the numbers yourself from what you roll in real life ^_^ Kyah, this is like the perfect game for it =D
Added an audio files screen, and an audio files pop-out to the main post. Can't wait until I can start modding!
Yeah, that is what I have been battling with. What happens is that it loads the lobby screen, and then after that is done, it does the mod loading. Since the hero data has already been read by the lobby screen, it doesn't use any of the altered functions after the mod loading. I wanted to see if I could RuleInit.lua or globalinit.lua to make Lobby.lua call its Lobby:CreateAvatarPanel function again so that it would reload it or something to that sort, though I haven't figured out a way to cal
While I appreciate the suggestions, that is so horribly round-about that I am not about to do that. I am just going to hope that there is a way to get the stuff to load in prior to when it runs the functions that grab the list of the Demigods. I will keep looking!
The thing is, that is a very ugly method. If we cannot add demigods through normal mods that don't alter anything else, you run out of slots real fast, and you run into conflicting code.
Fixed the web server ^_^ Thanks. Still cannot think of a way to get past the current issue >.
What I have been trying to do is hook in lua\common\HeroUtil.lua in order to get the new demigod to show up with the others, although it only hooks when you get into the lobby, and it seems to be used by the game before that point, making hooking it there quite pointless >.
I am not so sure. I mean, it would be easy to code it in, but so many of the in-game things like the scoreboard, achievements, etc. all depend on your current Demigod. You would have to look at every facet of it, but from my initial thoughts, I don't think so. Oh, haha. The only thing that I am missing is the ability to choose the Demigod in the character select screen >.< I'll try that today, although I remember trying it before and not getting far since the mods only loaded af
Check out the custom animations! All of this is working in a single mod, no files outside of it =D 3DS Max + an exporter that I managed to network into my hands ^_^ You can check out how it is setup here!
This is sounding pretty darn great! So is there going to be a list on the main menu that has Mods on it, and then when you enter that menu option and turn on some mods, it automatically loads up the mods so that if one of the mods changes the main menu list and background, the player will see it changed right away when the player leaves that mod list screen and returns to that main menu?
Coolness! Hopefully the next build isn't out yet, since I am still having this issue ^_^
Can't wait to start modding!
You can also use the shortcut command of: /windowed eg. "C:\Program Files (x86)\Stardock Games\Demigod\bin\Demigod.exe" /windowed 1280 768
Added the main menu and design menu. Not much, but at least it gives it some structure. Now, I was thinking about voice packs. While you will be able to choose what voicing your character uses in-game (on their turn, when they attack, when they are hit, etc.), I am toying around with the idea of an announcer that calls out everything that happens (with the option to turn it off and use other announcer voices). So they would call out: " [has attacked] [a] [goblin]." "[
Added the Module screen mockup to the original post. I am going with DND 4.0 for this one because it will just work so well with the module system and how I am planning to integrate everything, and since that is the version that I use. I will hopefully end up using this mod as a compact DM tool. Plus, since multiplayer should be able to work fine with it, it will allow for some nice internet-based DNDing with friends.
Here is my old thread on it: http://forums.gaspowered.com/viewtopic.php?t=32090&highlight=sound
I have the same problem as Ice_Reaven, with the moving icons and strange renaming of icon behaviour. I had the problem on Windows Vista, and still have it on Windows 7 (clean install.) My desktop resolution is 1920x1080. I pretty much just play Team Fortress 2 all the time, and it keeps on switching to the fence right above my 'Games' fence. which runs in 1280x720 full screen mode. It happens with other shortcuts in other fences as well. I have an NVidia 8800 Ultra. Oh, and I am using Multipl
I just tested my code out and the reason that it isn't working is the final comma at the end of the buff blueprint, as zechio also mentioned. Change it to: [code="c++"]BuffBlueprint { Name = 'HDemonWarpStrikeBuff01', Debuff = false, DisplayName = 'Warp Strike Attack Speed Buff', Description = 'Faster?', BuffType = 'HDEMONWARPSTRIKEBUFF', Stack
Are you hooking correctly and everything? I don't see why all of the skill slots are going grey. Try running the game windowed with /showlog and see what errors you are getting. eg. Demigod shortcut target = D:\Demigod\Retail\1.20.0211\bin\Demigod.exe /windowed 1280 720 /showlog /skiintro /map MAP13 /hero hvampire
I haven't tested this at all, but how about trying something like this: [code="c++"]################################################################################################################# # Warp Strike I ################################################################################################################# AbilityBlueprint { Name = 'HDemonWarpStrike01', DisplayName = ' Wa