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Mod Questions
I'm looking over doing a Mod for the game.
I see quite a few .TXT files I would need to change. Do these need to be changed by hand using a Text Editor or does the tilegen, and the other command line arg do it for me? I know I would need to edit some of them by hand, but was wondering mostly about the terrain and map files. There seems to be quite a bit that needs to be changed, can someone that has made a Mod give me an idea how much work/time we are talking about. In my Mod I would like to add new items, monsters, and have an adventure that contains 2-3 towns, a wilderness, 4-5 dungeons each with 3-5 levels. Maybe I should start with something smaller.. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Mod Questions
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Just copy paste the textfiles it makes into the correct tilefile, and don't forget to change things like connection settings to their correct values. Starting dungeon oddysey with -mapgen will allow you to see wether your maps are generated the way they should, complete with monster generation and items, very usefull. There are also a couple of usefull programs in the utilities folder, It's possible to make terrain files with the classfilegenerator (could have the name wrong) program, but you will need to change a lot of values manually afterwards. I haven't used the other two programs much, one can be used to search for and replace certain lines, I haven't used the other one. Quote:
[ October 15, 2003, 07:25: Message edited by: henk brouwer ] |
Re: Mod Questions
Well, I've been lurking the forums some time http://forum.shrapnelgames.com/images/icons/icon7.gif , but have come up with some questions myself :
1. Are corpses implemented yet? I've seen them in some data files, but nothing uses it. 2. Is it possible to give a creature a natural ranged attack? I know you can set it's range and firing fx, but it doesn't seem to use it?? Do I always have to use spells in irder to let monsters shoot? 3. which of the "syspics" can be overwritten by a module? The manual only says some can't like MainUI... I've got more, but can't remember them right now http://forum.shrapnelgames.com/images/icons/icon7.gif . Thanks all, and hi http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Mod Questions
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[ October 17, 2003, 21:07: Message edited by: Akachaki ] |
Re: Mod Questions
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2. Natural range range attacks are not possible to my knowledge. One thing I did with the elvish archers in my mod is give them a magic missle which looks like an arrow http://forum.shrapnelgames.com/images/icons/icon12.gif . That is the closest I got. [ October 17, 2003, 22:24: Message edited by: Rollo ] |
Re: Mod Questions
Ok, thanks all for replying. I guess it's waiting for a new patch to include these features then http://forum.shrapnelgames.com/images/icons/icon7.gif . Although my guess is Aaron will first work some more on starfury...
yeah, I tried including a new spellfxmissiles pic, but didn't work either. Also tried adding a new pic in the 'effects.txt' file Number Of Effect Bitmaps := 6 Bitmap 1 Name := spellfxmissiles.bmp (tried changing this one in something else) Bitmap 2 Name := SpellFXAnim1.bmp Bitmap 3 Name := SpellFXAnim2.bmp Bitmap 4 Name := SpellFXAnim3.bmp Bitmap 5 Name := SpellFXAnim4.bmp Bitmap 6 Name := SpellFXAnim5.bmp but the game didn't seem to take it into account. I also wonder why MainUI is actually loaded on startup, the main menu and submenus seem logical, but MainUI is used only once you have actually started the game, right? http://forum.shrapnelgames.com/image...s/confused.gif [ October 18, 2003, 07:38: Message edited by: ace joh ] |
Re: Mod Questions
The best thing would be that the game reload all the syspics when loading a game or a mod. This would be something prety interesting to see in a new patch. But Aaron will probably make one for starfury first as you said.
I guess patience is the only possibilty. Justin |
Re: Mod Questions
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oh, and welcome to the forums! |
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