The team colours are single colours, so you won't be able to get camo as a team colour. There is a really good tutorial here about how the albedo and specteams are setup: http://forums.gaspowered.com/viewtopic.php?t=17224
Chirmaya
You can find a UID generator online by doing google searches quite easily, but here is a RAR with a GUID Generator EXE. http://www.mts.net/~Chirmaya/GuidGenerator.rar
Just updated it to show the buffs and debuffs, so I changed the name to be shorter and encompass more changes. Will add consumables and favour items some time in the future.
They are exactly the same ^_^ And yeah, /ignore JoeBuddyDude in chat. Do it again to un-ignore.
Features: - Fixes the /squelch and /ignore commands. They currently do not work fully without this mod. (only normally works if the player's name that you are squelching is already all lowercase.) Notes: This is a User-Interface mod, so it doesn't require anyone else to have it installed. How to Install: Extract the folder into the Mods directory for Demigod. eg. C:\Program Files (x86)\Stardock Games\
Do you get the message that you squelched them? Edit: Ah, just tested. It says that they are ignored, but they aren't. Going to look at the code. Edit: Ahah, fixed it! Now to wrap it up into a mod! Edit: You can find it here: http://forums.demigodthegame.com/369899
Sorry about that; I forgot how bad my router was >.
Thanks for the info, Jessep!
Thanks for asking, although my mod is simply an example, so you don't even need to give me credit for that. Keep up the modding!
DDS stands for DirectDraw Surface, and is used in a lot of games as textures and other images. They function pretty much like a regular image file, and some of them will hold alpha maps. Adobe Photoshop Plugin: http://developer.nvidia.com/object/photoshop_dds_plugins.html GIMP Plugin http://nifelheim.dyndns.org/~cocidius/dds/ <p
Yeah, the game protects against it. Your UI doesn't have access to that info of the enemy ^_^
I am pretty sure that they do the same thing essentially. Perhaps certain programs format them in different ways, I am not too sure. personally, I use '--' for descriptive comments and '#' for commenting single lines out, and the '--[[ blahblah ]]--' for blocks of text. Maybe '#' is just faster since it is a single character. Me no know =3
This is a mod that adds in a single set of boots for example purposes. It contains the following files: SuperBoots\mod_info.lua SuperBoots\hook\lua\common\Items\Boot_Items.lua SuperBoots\hook\lua\sim\AI\AIGlobals.lua SuperBoots\hook\units\ug\b\ugbshop10\UBHShop10_unit.bp SuperBoots\hook\units\ug\b\ugbshop10\UBHShop10_ShopLayout.lua SuperBoots\textures\ui\common\abilities\icons\NewIcons\Boots\BootSuper.dds SuperBoots\textures\ui\common\abilities\icons\NewIcon
Thanks for the suggestion, Epiphenomenon. Just added the "non-showing of the popup when you are looking at your own Demigod" to the mod!
Thanks for the help, all! I got that small issue with the incorrect images resolved!
Thanks! I'll check out this glove issue out right now.
That is something that I am currently stuck on right now. Since the mods don't activate that early. Well, the game knows what mods you have when you enter the lobby, so maybe I was just setting up the mod incorrectly when I was testing it, or maybe none of the mods are loaded at all then. Me is confused on that point for now. Oh, and pretty much the game auto-detects the Demigods, so if we can get a mod that adds a new demigod to load that new demigod when you enter the lobby, it shou
Not to sound like shamless plugging, but you can look at how I do it for my mod at: http://forums.demigodthegame.com/369526 Pretty much, you create a mod folder that goes into the Demigod's mod folder that stores all of your files in the correct directory structure. Mine has these files: bindata\mods\Rollover Mana and Equipment Display\mod_info.lua bindata\mods\Rollover Mana and Equipment Display\hook\lua\ui
I am not sure on the any of the legalities of it, but as far as I know, modding is more of an open thing where you can take things from here and there in order to learn or do some certain tasks, etc. But unless you are trying to blatantly copy someone's work, I doubt that they are going to have a problem with what you do. You can always ask for their permission if you end up using some of their files, programming, or whatever. Without visions of money or malice, you should be pretty s
(The above image is of v1.3) (The above image is of v1.4) <p
I quite enjoyed this, although I was wondering about this line: We will then conclude with the 2009 customer survey report that was sent out to approximately three million Stardock customers. Are you able to give a rough estimate of how many survey responses you got back of those ~3 million?
I'll be working on the Draginol DG ^_^
When you change from unpacked to packed as the Queen of Thorns, your displayed character stats work as normal. But when you click to change back to unpacked from packed, it does not update your weapon data. This is because in: \sim\BuffAffect.lua:Line 208 [code="c++"]if wep:IsPrimaryWeapon() then[/code] Whenever this line is called, (aside from before the QoT does her first state change) it continuously returns the packed weapon as being the primary weapon even when sh
Glad to see this section spring up! Now to simply await the 1.20 patch ^_^
Pretty sure that will be 1.2 since that poses the most risky stuff that I am sure they are trying to get just right.