Chirmaya

Chirmaya

Joined Member # 3137764
28 Posts 270 Replies 15,895 Reputation

How is this for the units? I'll see if I can mess with the minimap. If the teams were yellow and blue on the minimap, what colour should the flags be? If possible, I would eventually like to make an option in the game settings so that users could define their own colours for the teams. EDIT: Editing the minimap works, although it goes on a friendly/enemy color system, so it would li

30 Replies 24,525 Views

What do you suppose would be the best pair of colours to use? Blue and yellow as was said just above? It wouldn't be hard to change the colours that the game applies to the models of Light/Dark, though I am not too sure of how distinct it is. I will try this after work and post some screenshot if I have some time, and then possibly put out a mod when version 1.2 comes out with mod support.

30 Replies 24,525 Views

I am thinking that what I used was the NWN2 exporter, but it has been a while. It was the one that only worked with Max 8. I could be easily wrong, but I have tried to apply the maps in many different ways to try to get my file to match the same setup at GPG's when viewed in the Granny Viewer. I am pretty sure that it is a difference between the Granny versions where the latest one needs a certain different setup before exporting. Now, as custom units did not run into the specularity

33 Replies 88,921 Views

As a workaround, perhaps if someone had a non-English/non-Russian language copy, they could upload the localized text files and sound files for whoever wants them. I don't have access to any of this to test, but I assume that it could be got working.

4 Replies 2,789 Views

Here is a custom map test from the beta using a Granny V6 exporter: As you can see, the specularity and other things do not work correctly. Without an up-to-date exporter and better map editor, we will never have custom map without entirely re-used map models.

33 Replies 88,921 Views

Here is some stuff that we tried with that during the beta: http://forums.gaspowered.com/viewtopic.php?t=31580 While maps can technically be exported, they do not export correctly due to only being in Granny 6 format instead of Granny 7. They don't grab the textures correctly methinks. Plus, all that we have is the very first beta map editor.

17 Replies 7,339 Views

If someone is going to berate you over the items that you choose, I doubt that you would not be yelling at you already for your nationality, skill, name, ping, etc. That said, I totally do not deny that it could happen. Give me a shout if you ever run into an instance like that. In theory I think that it should help people so that they have more information at their disposal, and if they are able to, calculate that information into their plans, offer advice, or any other non-jerk thing ^_^</p

10 Replies 42,645 Views

It shows the items for all of the demigods on your team, and all of the mana for any unit on your team that has mana.

10 Replies 42,645 Views

[quote who="Trigeminal" reply="24" id="2254407"] I thik he knows this, what he wants to know is would this be possible.[/quote] I guess my statement could be read ambiguously. You cannot make a UI mod to see the enemy's data. You only have access to certain data, and the enemy's mana is not part of that data (unless GPG changes/changed the data to include that).

65 Replies 189,794 Views

[quote]Does that mean we can also see the enemy's mana via the LUA code?[/quote] The UI does not have access to enemy mana data.

65 Replies 189,794 Views

User interface (UI) mods would work fine like that, since the UI only has access to certain preset data. If people tried to alter other things (in the simulation side), there would be a desync right off the bat between the players, so you don't really need to worry about people using mods to cheat. The only advantage is that some people will use ones that give them the information that they need, though that is kinda' what we want to be able to do.

65 Replies 189,794 Views

Good job on this, bman! [quote who="InfiniteVengeance" reply="5" id="2253542"]Nice work. Next up - show items mod.[/quote] Something like this? I really do hope that they disable needing to use that mismatch command line soon so that we can get UI mods running a lot more mainstream.

65 Replies 189,794 Views

On a side note, I have actually made a mod that allows me to win by clicking a button (only works against CPUs) just to mess around, and it works ^_^ It wouldn't be hard to mod it to continuously run games, win, run more games, etc. Perhaps they will make custom games not affect your rankings?

18 Replies 9,005 Views

Okay, I have just updated my mod from the beta times to work with the current version of Demigod. While mods do not work online through Impulse yet, it can't hurt to get a few things thrown around that people can hopefully enjoy on lan/Hamachi/GameRanger or singleplayer. <img src="http://i185.photobucket.com/albums/x101/Chirmaya/th_rollover_items04.jpg" alt="" width="159" height

10 Replies 42,645 Views

Would you be able to eventually make it apply UI changes to things like the Join Game section an' such, or can you only do mod loading when you start a game or some such? Not that it would be useful at all right now, but if Demigod eventually supports mods online, it would be nice to be able to run some mods that alter the menus through the mod manager.

19 Replies 35,965 Views

Looking real good! I hope to get some time over the weekend to update and release some of my beta mods so that people can at least use them over GameRanger.

19 Replies 35,965 Views
Reply to DemiChess in Demigod Ideas

Thank ya! I spent around 8 hours on Monday (yay, holiday!) totally reprogramming the thing so that I can actually detect how many optional moves a player has left. This is the small bit that made me not able to get checkmating implemented >.> I think that I am pretty close, so I hope to finish the functionality of the UI next weekend. After that comes making ideas for what the pieces do on the 3D map ^_^

26 Replies 83,487 Views
Reply to DemiChess in Demigod Ideas

As far as I can tell, forced moving is now working perfectly. Now I am thinking of how I can possibly do checkmate detection seeing as a lot of the code takes place upon trying to move instead of before a move is initiated >.< Oh, the giant flaws that you come across when you just start randomly programming things instead of plotting out how the whole thing will work. But whatever, maybe I can come up with a way to do that. Until then, I shall let my brain juices get back to their solid

26 Replies 83,487 Views

The sound files are moddable, but you wouldn't be able to play with it online (at least while modding is not yet supported), I am pretty sure. I have done some looking into the sound files during the beta (here, http://forums.gaspowered.com/viewtopic.php?t=32090 ), and now I plan on seeing how modding sound files works in the retail version after work today.

4 Replies 3,169 Views

I think that this issue is due to Stardock and/or GPG removing some of the language features since the European release of Demigod is about to go out. Perhaps that is because Atari gets some special rights to the game in a certain language, but that is a random guess. I think that I read that the retail EU release is May 22 or something, so hopefully once they game is out, Impulse will get back to supporting all languages. Now, if not, we are going to end up having to make a library o

2 Replies 1,436 Views

From what I can tell, it checks to see if you have the localized Voice Overs of your set language. If you do, it sets the Audio Language to your language. If not, then it sets it to the US version. Going to try uninstalling and re-installing into German since I can't do much testing without a foreign game install. EDIT: Ahh, only the English and Russian versions available now, I see. Going to try out the Russian one, though I haven't a clue if they have voice-ov

18 Replies 54,016 Views