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
Chirmaya
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!
You can also use the shortcut command of: /windowed eg. "C:\Program Files (x86)\Stardock Games\Demigod\bin\Demigod.exe" /windowed 1280 768
Here is my old thread on it: http://forums.gaspowered.com/viewtopic.php?t=32090&highlight=sound
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
Thanks for reporting this. Sadly, the items not showing is due to the item setup not having an icon image for the buff, and the incorrected image of the glove is also caused by the incorrect image linked via the item setup. I could have normally worked around this easily, but it seems that buffs that do not have icons do not show up in the buff information that the UI has access to. As far as I can tell, unless the items themselves are fixed in a patch, these will not show up correctly.
[quote who="Ptarth" reply="15" id="2461235"]My next plan is to work on the above plus explore her specTeam.dds more. I'd like a transparent crystal version of her, as well as be able to accurately place the various lighting effects. My attempts thus far have been unsuccessful.[/quote] Have you messed around with the shaders on the Queen at all? Here is a list of some from the beta times: http://demigod.wikia.com/wiki/Shaders
We are pretty much hanging onto the hope that we will get something good in the SDK. Been waiting for a simple yes/no about getting a model exporter for over a year, but no luck as of yet >.
Fixed the gold showing on minions problem. New version is out!
Check out the character file. I thought there was a mesh size there. Something like characters/Queen/Queen_Character.lua and look for the value of DrawScales.
Good job on the list!
Great work so far! That more-optimized dark skin looks really nice. As far as adding randomizations go, I am pretty sure that the mod would have to be a non-UI mod. The easiest way of doing it (I think) would be via code in the queen's script file, swapping out the associated texture/mesh before the character is loaded.
Yeah, I don't really feel like blocking it =P Go-go gadget game developers! Setup an installer thanks to bman's tutorial at: http://forums.demigodthegame.com/369938
Thanks a lot for this! Got it all working super fast with my mod ^_^
What version are you using, pissanusak? I recall fixing a glove issue like that earlier. Please let me know if it doesn't work in the up-to-date version. And yeah, bman is right. Players have access to the enemy gold information, so that it something that GPG would have to block. I mean, I could to make it more fair by manually blocking it... hmm... I'll try to fix that when I get some more time.
Thanks ^_^ Just did a small fix (1.4.1) on the gold display so that it doesn't show for your army units.
1.4 is now out! Just added a consumable item, favour item, and gold display. Thanks for all of the comments. If you want any more changes, please let me know. Perhaps making it only show gold for demigods =P I will try to get that fixed soon.
Currently, that file already runs its code before the mod runs its own, so you already have that commented out layout. "Layout" stores tables in a table. Layout[1] is the first entry in the table Layout, so: Layout[1] = {'Item_Boot_010','Item_Boot_020',} or Layout[1] = { 'Item_Boot_010', 'Item_Boot_020', } while: Layout[2] = {'Item_Boot_040','Item_Boot_030',} or La