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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 ] |
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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 ] |
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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 |
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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 . |
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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? |
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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 ] |
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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 |
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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 ] |
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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 .
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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 ] |
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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?
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Oops double post...
[ February 28, 2004, 11:58: Message edited by: henk brouwer ] |
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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...
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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. |
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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...
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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 :-( |
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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... |
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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. |
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Edit: double post deleted...
[ April 06, 2004, 16:45: Message edited by: henk brouwer ] |
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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'... |
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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. |
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</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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