Modding

I'm hoping to create a Demigod modding thread.  Post anything you have done here and let's see what sort of things we can come up with :)

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Reply #1 Top

I've managed to get the Oculus model in ( though it is clearly far from a finished model, including no textures ). Same with his eyeballs, which are just silver spheres. They made some significant changes to the scripting of things after his abilities were made, so almost none work so far either, though could possibly be fixed.

Aside from that, I've mostly just messed with armor and health. Example: I don't like that the giant walking fortress has less armor than the torchbearer.

I haven't looked too seriously into yet, as anything I do will change with 1.3 and real mod support. Then I plan to make a mod to tweak the DGs to fit their stereotypical roles better, and to see that a super powerful demigod isnt 1 shotted. ( IE: Increase health, decrease lifetaps/heals, etc...make it so your life goes down slower, but it also goes back up slower )

Ohh, I also have played with max levels. Apparently they originally planned to go to  25, but commented out 21-25. There also seems to be nothing stopping you from going higher very easily. ( While testing this I went to 30. All you do is set at what xp you are whatever level. It just keeps going until there is no longer another level listed to go to. )

Reply #2 Top

Interesting.  I did see the oclulus model (king).  I tried playing as a minotaur modifying a few scripts but it apprently wasn't enough.  It always freezes right at the point that it would zoom in your the starting demigods.

Reply #3 Top

I had that issue with oculus a number of times. Somewhere or other you are getting conflicting models. You need to go through all of the files for that character and check every model reference...somewhere it is still listing the original demigod that I'm guessing you overwrote.

Reply #4 Top

Oh ok, I'll give it a shot.   Where did you hear this news of mod support in 1.3?

Reply #5 Top

well modding support was support to be up in V1.2 (as in September) however Frogboy annonced that they were going to push it down the list so Clan Support can take its place... so by 1.3 i think he means > 1.2.  for mor einfo check out the I'm Back post in Journals

Reply #6 Top

Seems to me that it will come out in V1.2 and it was frogboy's oppinion to have it later as clan support is more important.  Up to GPG though, I'm excited either way.  This could solve any money issues they may have for creating new demigods or maps.  We would just do it for them :D

Reply #7 Top

well imo, robust clan support is more important than robust modding support so I like stardock/gpg's priorities right now.

About modding though, I'm still curious about how they are gonna support it. Frogboy mentioned something about "sanctioned" mods...What does that mean? 

Reply #8 Top

I would assume that they would get some for of QA to test a mod that you upload, make sure that it isn't doing anything malicious, and things like that. That, or perhaps have a community testing ground of some sort.

Reply #9 Top

Yea...I have Warhammers 1.3 patch on the mind still, grr.

So yea, hopefully 1.2 will still have modding support. If they need to delay something so they can focus more on clan support, they can hold back on modding tools and the official mods system for now. Just atleast find a way for mods to be playable online now.

Reply #10 Top

Has anyone added a demigod to the selection screen?

Reply #11 Top

Yuppers.

Reply #12 Top

Ooh, would you mind posting a picture?  Even if it is someone like oculus who was made to be in quake lol

Reply #13 Top

I added in Unclean Beast during the beta before he was officially a part of the game. It is not that difficult.

Reply #14 Top

i have a questions for any modders out there:  currently i've been fooling around with the lua script and were wondering if there was a way to test stuff i've done.  every time i make even the smallest change to anything in the zip file i just causes my game to crash on start up. i'm very new lua and scripting and trying to learn as fast as i can so whe  the SDK comes out i'm fully prepared.  any tips or good books i should be looking into?

Reply #15 Top

- Extract dgdata.zip to a folder called dgdata.

- Rename dgdata.zip to something else like dgdata2.zip.

- Rename the folder from dgdata to dgdata.zip

Now just edit the files in that folder. New files will not be seen until you close the game and reload it, but altered files will be updated if you just restart a match with ctrl-F10 in singleplayer.

Reply #16 Top

thank you, i can now move random objects around the place, still figuring out whats what but i think i got the hang of it.  while i'm posting i was wondering if anyone new what the code was for towers?  say i wanted to add in a few extra towers or maybe move an existing one, which line of code would that be?

Reply #17 Top

I don't think that information is stored in the LUA scripts.  Maybe...  It would be nice if we could run in debug mode to know the coordinates of places among the map.

Reply #18 Top

i actualy found if u view the minimap (mapXX_minimap.dds) with WTV then u can actualy get the aproximate coordinance bycursoring over the desired location.  not 100% accurate but kind of helps.  that said an actual mode for this would be very helpful.

Reply #19 Top

Quoting TheScottishAlien, reply 16
thank you, i can now move random objects around the place, still figuring out whats what but i think i got the hang of it.  while i'm posting i was wondering if anyone new what the code was for towers?  say i wanted to add in a few extra towers or maybe move an existing one, which line of code would that be?

in the MAP_save.lua

There should be large blocks of ugbdefense01 and ugbefense02 tied to war rank 1, since most towers are created at the start. You can add new towers by just adding more entries

eg:

                                    ['UNIT_380'] = {
                                        type = 'ugbdefense01',
                                        orders = '',
                                        platoon = '',
                                        Position = { 236.500000, 100.000000, 302.500000 },
                                        Orientation = { 0.000000, 0.000000, 0.000000 },
                                    },

line 5500 in MAP05_save.lua.

I added more by counting the # of UNIT_ instances in the file and making my unit number the next one. I don't know if uniqueness is necessary, though.

Reply #20 Top

ok, so moving objects around and adding in new pre-exisinting ones i can do.  i also figured out how to change waypoints and pathing around however now i'm stuck on a new section, and thats the actual area and collision of the map.  i think its stored in the  [  Area  ] sections however i have now idea how to figure this out.  can anyone help?  this is what it looks like:


    --[[                                                                           ]]--
    --[[  Areas                                                                    ]]--
    --[[                                                                           ]]--
    Areas = {
        ['OUTER_DEFENSES_10'] = {
            ['rectangle'] = RECTANGLE( 272.5, 308.5, 281.5, 340.5 ),
        },
        ['OUTER_DEFENSES_9'] = {
            ['rectangle'] = RECTANGLE( 221.5, 309.5, 226.5, 337.5 ),
        },
        ['OUTER_DEFENSES_3'] = {
            ['rectangle'] = RECTANGLE( 298.5, 273.5, 321.5, 313.5 ),
        },
        ['OUTER_DEFENSES_4'] = {
            ['rectangle'] = RECTANGLE( 177.5, 185.5, 201.5, 224.5 ),
        },
        ['OUTER_DEFENSES_2'] = {
            ['rectangle'] = RECTANGLE( 234.5, 260.5, 266.5, 315.5 ),
        },

 

all the entries are in 'rectangles' however can u add other poligons as well or the whole map built on squares?

+1 Loading…
Reply #21 Top

Only rectangles are going to work for that since the functions that call upon the areas will be expecting a rectangle. If you end up needing a circle from the center of an area, you can put that into your script separately.

Now just for fun:

Reply #22 Top

Now just for fun:

haha. modding could really make this game awesome :)

Reply #23 Top

Now just for fun:

that was amazing... i would love ot know how u did all that (a lot of script writing i'm guessing)  if u have some time u should definately demo how u got all that to work. i can't even get models into the let alone change attack and spells.

Awesome job! :thumbsup:

Reply #24 Top

nice but  i think the model will need work lol

Reply #25 Top

Thanks ^_^ Once we get the official modding support, I am planning to release a series of videos on things such as:

- An overview of how modding works and what can/cannot be added and changed.

- Creating maps

- Creating character models

- Creating textures

- Creating projectiles

- Editing the UI

Things like that.