Chirmaya

Chirmaya

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

I'll try to check after work and see how they game calls the different language sound files.

18 Replies 54,004 Views

Quoting Kryo here: "... you can also change it afterward by adding a line in your game.prefs file (located at My Documents\My Games\Gas Powered Games\Demigod). After the line that says options_overrides = { (around line 46), add the line: language = 'FR', Save and start the game and it should be in French."

18 Replies 54,004 Views
Reply to DemiChess in Demigod Ideas

Added check detection and it displays it in the last move text with a '+', although it doesn't force you to move out of check yet! That took a long time >.

26 Replies 83,473 Views

I now fear you even more, Brad. I am totally with Ron Lugge on this one; I would be diving over desks and crashing into monitors while trying to evade those evil insects and their buzzing.

43 Replies 37,629 Views
Reply to DemiChess in Demigod Ideas

Glad to see some people looking forward to this! I haven't had much time, and the other time that I have had has gone towards fighting zombies with flowers. And so, I have made the chessboard moveable to wherever you want on the screen. The next step is to make it minimizable and then show the moves in the title bar. Oh, and I need to eventually do castling, but that can wait! (For a long time >.>) Oh, I also need to do some 'check-detection', which doesn't sound too hard to do... yet.

26 Replies 83,473 Views

The thing is that desyncs really shouldn't happen. Hopefully the cause is just due to lost packets and not bad programming. If they do appear, then that means that there is a different between what the players have in their games, while everyone should actually have the same exact data. Once a desync happens, things will continue to stay different across your games, so it is kinda' one of those things that you see and then need to start a new game.

5 Replies 1,558 Views
Reply to DemiChess in Demigod Ideas

Alrighty. All of the units are moving correctly. Now I have to work out a way to tie this into multiplayer and get everyone connected to see the updated turns. @ShadowMastiff2468: You basically mess around with the lua files in dgdata.zip. Don't do it unless you know what you are doing though. EDIT: Got it to work in multiplayer now. Now to try to setup turns and teams based on faction =D EDIT: Got it working

26 Replies 83,473 Views

*Wipes away a tear for the disabled UI mods* Well, if they ever re-enable them, I'll try my best to bring stuff like this and many other things to the table!

8 Replies 1,486 Views

Wonderful news, and I eagerly await the future. As far as the moderators go, on one hand, I am not too sure on giving them the ability to dish out karma. On the other, they would simply be helpful players without it. I suppose more information on the whole "multiplayer karma system" would have to be gone through, etc. Hmm, yeah, so it is a really neat idea, so I await more info on this!

288 Replies 661,113 Views

In multiplayer, the scripts will come from our servers in order to make sure everyone is playing the same game (it avoids all that desync pain you see in games when someone has modded something and forgotten). Pretty sure that is just referring to Stardock hosting whatever mods you put onto their system, and then when you play multiplayer with someone, it loads the selected mods via their servers instead of your PC. It sounds like an awesome system, so I c

73 Replies 222,708 Views
Reply to DemiChess in Demigod Ideas

Alrighty! I have just made it so that units will center on the tiles that they are dropped on. I have also setup the basic movements system, so now I have the pawns moving and taking pieces correctly (aside from that en passant, which will need to take a turn system into account.) Now I just need to do the movement of the other pieces. I shall also add a minimize button later and make both the main window and the minized bar draggable on the interface. I guess that the bar should just

26 Replies 83,473 Views

[quote who="Ragarth" reply="1" id="2177428"]Am I the only one dissapointed with this? I was *extremely* excited about everyone being able to make their own AI bot to compete in multiplayer... This shift to single player and "same AI for multiplayer" takes away 80% of my excitement, sadly. -Drexion/Ragarth[/quote] I haven't been following Elemental for that long, so what do you mean by them saying "same AI for multiplayer"? The

73 Replies 222,708 Views

Their article says: As much as we like Stardock, their new title Demigod now requires a single online activation and as such, cannot be considered “DRM free” anymore. Now I am clueless when it comes to technicalities here, but since you only need to activate the game to play online and to get updates, does that mean that every single game that has a CD key or username/password uses DRM? If so, I can't really see the point in a stance ag

151 Replies 386,355 Views
Reply to DemiChess in Demigod Ideas

I spent a bit of time today adding in some of the UI stuff in order to test, and it has been working pretty well. So far you can pick up and set down pieces around the board. What I need to do next is to add the rest of the pieces, make pieces auto-move to the center of the squares that the

26 Replies 83,473 Views
Reply to Battle Maps in Demigod

[quote who="Sheezwack" reply="16" id="2172762"]I wonder how restrictive flatness is to these maps, it would be cool to have some trully 3D maps (where the battlefeild is not 2D) unlike the current maps. Either way there is plenty of room for some awesome new maps even without 3D battlefields[/quote] In Demigod you will only be able to get flat maps simply from how they programmed the system, which I would have to assume is due to many projectiles bei

20 Replies 11,944 Views

"Tiger attack!" I am not sure if that one is still in there, but it sounded so very silly that I shall never forget it!

60 Replies 99,818 Views
Reply to DemiChess in Demigod Ideas

Well, if people had the choice of passing off control of the chess board to others it should even the playing field me thinks. Plus, with Ventrilo or other chat programs, or once Impulse gets its own VoIP, it could be fun to discuss which move to make while you are duking it out in-game =D

26 Replies 83,473 Views

Alrighty, just follow me on this crazy idea of mine. It will take a map and mod to make it without it being ugly. The idea is to have a map of a chess board that contains all of the normal features of a map except for the flags. In addition to this, all players will see a chessboard on their UI that they can minimize. The first player on each team has direct control over their UI chessboard, and on their turn they can play their move. Every player can see the game progress and give ad

26 Replies 83,473 Views

Correct me if I am wrong, but I think they said it was John Patrick Lowrie . EDIT: Found it at: http://forums.gaspowered.com/viewtopic.php?t=34941

4 Replies 4,074 Views

This video was really interesting to watch, and yay for getting to meet some of the crew! I totally wish that I lived nearby to come by and take a tour. Oh, and I vote for the release of as many videos as possible! *Can't get enough of behind-the-scenes stuff*

67 Replies 94,722 Views

Loving these status reports! Though my main question is if anyone has hosted that 22 minute (or however long it was) video somewhere. I totally missed it, and I love watching behind-the-scenes footage ^_^

81 Replies 102,060 Views