A small place for me to hopefully give status reports on mods for Demigod that I shall work on.

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!


Comments (Page 1)
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on May 24, 2010

that's pretty cool! good wok. 

on May 24, 2010

Interesting work.

So, I've been kicking around the idea of having items in the favor shop that allow you to change your demigod. This would allow us to add new demigods without having to replace already existing ones. (Although to be fair I only browsed the files in the .rar, I didn't look at it in game.). Any thoughts on if it would work out?

on May 24, 2010

lol, nice one

on May 24, 2010

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 after you get in-game.

on May 24, 2010

Cool stuff. Keep up the good work.

on May 26, 2010

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 >.< Gyah, if I could only get this thingie to hook correctly!

on May 29, 2010

Your link no longer works, could you please upate it?

on May 29, 2010

Fixed the web server Thanks. Still cannot think of a way to get past the current issue >.<

on May 29, 2010

You could edit the blue prints (or maybe some other file) so that he takes the place of one of the random demigod buttons

 

on May 30, 2010

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.

on May 30, 2010

You might try using the random slot to select a "default" demigod. That demigod then would either have shop access to choose a new demigod in game or just have his abilities set to choose a new demigod. This "default" would then also have be the representative for all of the new demigods, so his information would be used for the scoreboard, achievements, etc.

on May 30, 2010

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!

on May 30, 2010

I'm not sure there are any functions that can load prior to game start. I seem to recall people claiming it was a hard limit to the mods that Demigod allows.

on May 30, 2010

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 call it =P

on May 31, 2010

Very fresh.  Nice work.

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