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-   -   EditPad Pro (http://forum.shrapnelgames.com/showthread.php?t=15115)

Akachaki February 17th, 2004 12:47 AM

EditPad Pro
 
I recently restarted to do some modding on dungeon odyssey and I discovered a great text editor exceptially made for programmer. It's easy to use and it has a few usefull features. I recommand it to anyone who would want to mod DO.

Here's the web site : http://www.editpadpro.com/

Have fun !

[ February 17, 2004, 00:48: Message edited by: Akachaki ]

henk brouwer February 20th, 2004 11:26 PM

Re: EditPad Pro
 
Good to know that people are working on mods :-)
how far along are you? is there any chance that something will be released sometime soon?

I'm a bit short on time right now, but I might resume work on the xerathul's revenge module.. it's just that I haven't been that motivated because the forums are so slow..

Henk

[ February 20, 2004, 21:27: Message edited by: henk brouwer ]

Akachaki February 23rd, 2004 06:13 PM

Re: EditPad Pro
 
I'm currently working on my mod escape from my farm wich is a one map mod just to learn how to make mods. I'm not working a lot on it but my mod is advancing pretty well, im remaking evry tile of my old map right now. I'm seeking perfection that's why it takes so much time.

I hope to finish it soon and see what people think about it.

Justin

ace joh February 24th, 2004 08:38 PM

Re: EditPad Pro
 
Well, I'm working on a WWII mod, but right now, it still has a lot of work left to do, so you won't see this one very soon (not to mention I might lose interest http://forum.shrapnelgames.com/images/icons/icon9.gif ).

that editor looks pretty useful, I'm tired of having to open 5 notepads for all those data files http://forum.shrapnelgames.com/images/icons/icon7.gif .

Hok February 25th, 2004 01:32 AM

Re: EditPad Pro
 
Try here: NoteTab Light.

The "light" Version of this editor is free and is very complete.

henk brouwer February 25th, 2004 11:04 AM

Re: EditPad Pro
 
Quote:

Originally posted by ace joh:
Well, I'm working on a WWII mod, but right now, it still has a lot of work left to do, so you won't see this one very soon (not to mention I might lose interest http://forum.shrapnelgames.com/images/icons/icon9.gif ).
<font size="2" face="sans-serif, arial, verdana">Sounds like it will be a completely different game :-). should be fun to play.

Quote:


that editor looks pretty useful, I'm tired of having to open 5 notepads for all those data files http://forum.shrapnelgames.com/images/icons/icon7.gif .

<font size="2" face="sans-serif, arial, verdana">Don't forget that the game comes with some nice modding tools as well (classfilegenerator and datafilemodifier)

ace joh February 26th, 2004 11:14 AM

Re: EditPad Pro
 
One problem is I currently can't change any of the 'syspics', so I have to use the same 'spellFXanims', 'spells' and 'spellFXmissiles' (not to mention the interface would remain fantasy style, but that's only eyecandy) unless I change the graphics in the base pictures/syspics folder. Then I would need a .bat file or something that would swap files correctly everytime you run it etc... Maybe someone should create a 'modlauncher' http://forum.shrapnelgames.com/images/icons/icon12.gif

Another thing is, since I can't create 'natural' ranged attacks for the monsters, they all have to be spells (seeing as it's WWII, almost everything is ranged http://forum.shrapnelgames.com/images/icons/icon7.gif ).

You're right about the utilities, maybe I should try them out http://forum.shrapnelgames.com/images/icons/icon7.gif . Too bad the Datamodifier can only load the stock images?

henk brouwer February 27th, 2004 10:14 AM

Re: EditPad Pro
 
Quote:

Originally posted by ace joh:
One problem is I currently can't change any of the 'syspics', so I have to use the same 'spellFXanims', 'spells' and 'spellFXmissiles' (not to mention the interface would remain fantasy style, but that's only eyecandy) unless I change the graphics in the base pictures/syspics folder. Then I would need a .bat file or something that would swap files correctly everytime you run it etc... Maybe someone should create a 'modlauncher' http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">I'm not sure of this because I haven't tested it, but I think you can create a 'Syspics' folder in your modules folder, the game should use any pictures you put in there instead of the ones in the pictures directory of the base folder. (you can do the same thing for almost any other file in the game, if you have a different copy of it in the appropriate folder in your own module, the game should use it instead of the default one)
Quote:


Another thing is, since I can't create 'natural' ranged attacks for the monsters, they all have to be spells (seeing as it's WWII, almost everything is ranged http://forum.shrapnelgames.com/images/icons/icon7.gif ).

You're right about the utilities, maybe I should try them out http://forum.shrapnelgames.com/images/icons/icon7.gif . Too bad the Datamodifier can only load the stock images?

<font size="2" face="sans-serif, arial, verdana">Datafilemodifier is some kind of improved wordpad, I think you mean classfilegenerator. It only seems to load images that are in the pictures folder of the base folder. you can copy them there to make your files.

I use classfilegenerator a lot, it makes it a lot easier to import new graphics in the game, you can set most of the important object properties with a few simple mouseclicks. some editing in wordpad might be nessecairy, but it saves lots and lots of time. And since you're working on a WWII mod you'll probably need to import a lot of new graphics.

The other Utility, statgenerator seems to be broken in the current Version (it only loads Version 1.00 files it seems).

[ February 27, 2004, 08:16: Message edited by: henk brouwer ]

ace joh February 27th, 2004 01:13 PM

Re: EditPad Pro
 
No, I tried to use other SysPics, but the game wouldn't load them (at least, not the ones I tried so far)

Yes, I meant the Classfilegenerator, sorry http://forum.shrapnelgames.com/images/icons/icon7.gif

henk brouwer February 27th, 2004 05:10 PM

Re: EditPad Pro
 
Have you looked at the effects.txt file in the data folder? The header of the file lists what bitmap files are used for the missile/magic effects, it looks like you can easily add some new files to this list.

The new bitmaps probably would need to be in the syspics folder of the base folder, but you won't have to overwrite any other files to import new graphics.

[ February 27, 2004, 15:12: Message edited by: henk brouwer ]

ace joh February 27th, 2004 08:07 PM

Re: EditPad Pro
 
I think I tried adding new pics in the 'effects' folder, but, come to think of it, I think I put them in the Syspics folder of the mod, not the base one. Worth a try http://forum.shrapnelgames.com/images/icons/icon7.gif .

ace joh February 28th, 2004 11:27 AM

Re: EditPad Pro
 
Well, that didn't work either. If I replaced the 'effect1' bitmap with 'weapons.bmp', it just kept on using 'SpellFXMissiles'. And when I added an extra effect (effect7), it wouldn't work (when I fired, it didn't show anything). But I CAN add extra frames to the original SpellFXMissiles, so that's how I'll have to do it then.

well, now that's fixed (somewhat http://forum.shrapnelgames.com/images/icons/icon7.gif ) I can move on to the next little problem I'm having now.
You see, I tried adding a new sound to the 'health potion' (in this case a wrench http://forum.shrapnelgames.com/images/icons/icon7.gif ). But somehow it just won't use it, in fact, it STILL uses the old sound. I just don't get it, I fear it's some typo, but I can't find it http://forum.shrapnelgames.com/image...s/confused.gif . Same goes for the 'food' (fuel).

[ February 28, 2004, 09:36: Message edited by: ace joh ]

henk brouwer February 28th, 2004 01:57 PM

Re: EditPad Pro
 
Adding sounds should work, I added some extra sounds (just a few) to my own mod. (the sheep and wolf sounds). Did you put the sounds in the correct directory of your module?

henk brouwer February 28th, 2004 01:57 PM

Re: EditPad Pro
 
Oops double post...

[ February 28, 2004, 11:58: Message edited by: henk brouwer ]

ace joh February 28th, 2004 04:38 PM

Re: EditPad Pro
 
Hmm, the sound works fine when I add it as a monster sound like in your mod. but it just won't work with items? Well, I still don't understand how it can still play the original sound when there's no mention of it anymore...

henk brouwer February 28th, 2004 05:35 PM

Re: EditPad Pro
 
Hmm.. there seem to be two files related to items that both refer to sound files, probably one of them overrides the other one... which one did you change?

There's Main_ItemClasses.txt in the DO\modules\modulename\tiles folder, and Classes_ItemClasses.txt in the DO\Data folder.

ace joh February 28th, 2004 09:32 PM

Re: EditPad Pro
 
I changed them both. I tested both items too, the ones I got in the beginning and the ones I picked up, but they both didn't work...

henk brouwer March 2nd, 2004 09:46 AM

Re: EditPad Pro
 
Weird, but there might be another less elegant way. You could copy the wrench sound inside the "sounds" directory of your own module and rename it to whatever the healtpotion sound is in the standard Version. The game should check for the soundfile in the mod folder before it checks the base folder.

I hope that works, I'm out of ideas :-(

ace joh March 3rd, 2004 01:10 PM

Re: EditPad Pro
 
Great! It works now, Thanks a lot! http://forum.shrapnelgames.com/images/icons/icon10.gif
Weird thing is, the fuel sound still won't work, even though it never used a different sound (I gave it the drink.wav, not correct, but it was a start http://forum.shrapnelgames.com/images/icons/icon7.gif ). It still uses the eat.wav. Boggles the mind... I'd think food automatically uses eat.wav, but then there's wine and ale...

ace joh April 5th, 2004 04:49 PM

Re: EditPad Pro
 
Been a while, decided to get back at modding and already have some more problems (I can feel this project's gonna be long and painful http://forum.shrapnelgames.com/images/icons/icon7.gif )
Anyway :
*Is there a good way to prevent ammo from stacking (they are the same class, but have different effects, eg. AP, HE, HEAT, sabot, ...), or alternatively make a weapon able to use multiple ammo classes?
Right now, if I would have sabot ammo, and pick up AP, the AP would become sabot.

*can the ammo class itself change the maximum range? I tried this, but so far only the range of the 'bow' was used.

those are the ones that spring to mind right now. Thanks.

henk brouwer April 6th, 2004 04:58 PM

Re: EditPad Pro
 
Quote:

Originally posted by ace joh:
Been a while, decided to get back at modding and already have some more problems (I can feel this project's gonna be long and painful http://forum.shrapnelgames.com/images/icons/icon7.gif )
Anyway :
*Is there a good way to prevent ammo from stacking (they are the same class, but have different effects, eg. AP, HE, HEAT, sabot, ...), or alternatively make a weapon able to use multiple ammo classes?
Right now, if I would have sabot ammo, and pick up AP, the AP would become sabot.

<font size="2" face="sans-serif, arial, verdana">I *think* ammo won't stack if it has different special effects, like added fire damage, magic damage etc.. So you could perhaps assign some bogus special abilities to the ammo that you do not want to stack. You should be able to fire the different Versions with the same weapon.

Quote:

Originally posted by ace joh:

*can the ammo class itself change the maximum range? I tried this, but so far only the range of the 'bow' was used.

those are the ones that spring to mind right now. Thanks.

<font size="2" face="sans-serif, arial, verdana">I don't know, haven't tried to mod that part yet.

henk brouwer April 6th, 2004 05:03 PM

Re: EditPad Pro
 
Edit: double post deleted...

[ April 06, 2004, 16:45: Message edited by: henk brouwer ]

ace joh April 6th, 2004 05:23 PM

Re: EditPad Pro
 
almost thought this forum was completely dead http://forum.shrapnelgames.com/images/icons/icon7.gif
anyway : they already have different effects (well, all 'magic damage' with different values, but IC has 'fire damage' and 'make monsters flee' (wonder if this works when it's actually ammo http://forum.shrapnelgames.com/images/icons/icon7.gif )) and it still stacks... Tried alot of other things too, like unique item true, give it different base gold values, ...
But it seems it only looks at the ammo class http://forum.shrapnelgames.com/images/icons/icon9.gif
tried to make it as an 'item modifier', but does that also apply to items dropped by monsters? And can I somewhere alter the chance of finding modified items?

about the range : I wonder if the game actually uses it yet, I managed to hit monsters a few screens away, while the range should be '8'...

henk brouwer April 6th, 2004 05:43 PM

Re: EditPad Pro
 
Quote:

Originally posted by ace joh:
almost thought this forum was completely dead http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">It only took me a day to reply http://forum.shrapnelgames.com/images/icons/icon7.gif .

anyhow here's a quote from the patch history for DO:

1.01 Changed - Removed all magical effects from ammo types so that they can be stacked on each other regardless of class.

I thought that would mean that ammo types with magical effects wouldn't stack... guess I was wrong.

ace joh April 6th, 2004 05:47 PM

Re: EditPad Pro
 
Quote:

Originally posted by henk brouwer:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by ace joh:
almost thought this forum was completely dead http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">It only took me a day to reply http://forum.shrapnelgames.com/images/icons/icon7.gif .

</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon12.gif

Hmm, perhaps I should reinstall DO and see how the ammo looked before the patch...

edit : well, when I copy the ammo from DO1.0 to the new Version, it no longer stacks, so I guess I'll get back to using v1.0 http://forum.shrapnelgames.com/images/icons/tongue.gif .

edit2 : strange, this edit is all wrong, I meant I copied the ammo classes I created to DO1.0, and it worked fine there.

[ August 03, 2004, 11:46: Message edited by: ace joh ]


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