hi, this is great work, it should be possible with a small bit of work to precache these values so that they dont generate any real performance hit.
Malard999
yes this could be seen as annoying, however moving your shadow files to a new directory called /mods/ will do the same job, and make patching easier. I will update the dgmod.com repro and post a guide tommorrow.
the patch on trac will get merged in soon :), i've been away (and still am away) on business. I will be catching up this weekend hopefully.
nm
you need to own a licence, if you do talk to rad games.
look at my bombing run code to see how i handled additional keys, i've also got a working copy of something like this but for all casts, whereby holding CTRL and casting results in it auto casting on yourself.
if you modify the lua both of you must have the modification to prevent desync
we've been doing it a few weeks, the mods you see here maybe 20-30 hours of hacking about
[quote]I think the security stuff is supposed to stay internal >.>[/quote] well, some of the security concerns i've already been raising with SD, dont know if they were known before or not, but many i still am aware are exploitable and wanted to see if they still are.
is it possible for a select group of modders to beta test it to identify any possible additional exploits that may still exist?
Thanks for the feedback at the moment, 2 other game modes come to mind as fun to do, Assault and Team fortress They will come after i finish bombing run, if anyone wants to try it out, i would love to get a hamatchi group together and play test it over lan. Come on irc if you are intersted
Hi, see the attached screenshot, this demonstrates some of the work we are doing, there are 4 mods (of the many we are working on) on display in the shot, the 2 most interesting and important ones, bombing run game mode. (you can try it out by checking out the source on our website) and the team health bar panels They will display various information (and be clickable) healt
[quote]Change one of the "Random Demigod" options in the game lobby to "Exclusive Random Demigod, that prevents doubles.[/quote] Already done, there is a game lobby option for the host to set to force Unique Demigods
For anyone interested, if you check out the svn repo and follow the instructions on dgmod.com you can try them now, we are pretty 'open source' and able to test stuff hot off the presses :)
looks like your game.prefs file is bugged. Delete it and try again also email [email protected] with your Demigodlog.txt file and i can take a more detailed look
I'm working on a UI mod, which shows your team mates health, observers (if i get it working) will have both teams health visible, sort of like a tv view where you can see what is going on, whats being cast by whom at any one time etc. A couple of mods capture the flag and bombing run will also show in the UI who has the flag/ball, will have some screenies soon. With regards to double tap, will look into it, at the moment all the buttons are tied i
[quote]Mini-map: allow a left-click on the mini-map to take the camera to that place on the game map.[/quote] Unfortunatly this is a lose lose fix, how can I determine if you ment to click on the mini map, or ment to snipe someone who happened to be behind the minimap at the time. The entire UI is basically designed to be non interactive, it can be removed but then it opens another can of worms :S
[quote who="CosMoe" reply="5" id="2364246"]Personally, I can only say that if v1.2 does not improve the balance of the game (which should be as easy as editing a .lua file and changing the numbers for mana/gold/cooldown cost; please correct me if I'm wrong) then I will stop playing Shield Support Queen. Although I can bash PuGs with this build I want to be able to play real competitive matches with the only alternative support Demigod to Sedna. I already quit the 1vs1 ESL ladder because it's
[quote]allow ALL keys to be customizable[/quote] Unfortunatly you cant bind directly to control keys, (ctrl, shift, alt) What they did to make CTRL work as a select only demigod's is a hack that is hard wired. Every other key you can bind a control to already
its all just how much effort do you want to put into these things, i am no AI coder by any stretch of the imagination, but i can make the map idea a reality
Hi, Its a nice idea, and i am currently looking at how to modify the accessible terrain at sim time, if this can be done then this type of game and many more are quite possible. Jjoin us on irc, details at www.dgmod.com
Thanks Frogboy for the update, it would really help the modders if you could say what features, support tools etc are being shipped with 1.2 for modding, we've got some new maps in game but we need a terrain editor, which we hope is going to be included, otherwise we need to hack our own :) Thanks
[quote who="twifightDG" reply="1" id="2362650"]Yes, but it uses Granny, not 3DSMax. And nope, no map waiting, first Granny is supposed to be expensive, second maps take a long time to make. I hope there will be some sort of export tool for 3DSMax though because it's cheaper and more modders have experience with it, but no word from GPG (duh) on this.[/quote] Granny is just an exporter, you need to make the models in 3Dsmax first, then export them using granny
the DGmod.com group will have some maps out shortly after the 1.2 release, we have already got new models into the game, but we are hoping that 1.2 will bring out an scmap (terrain editor) otherwise we will just build our own.
err DSL light?! thats LESS than standard dialup modem speeds! crikey you got conned