![]() Randomly generated dungeons entice you with the sweet, sweet promises of treasure and … things.No longer must you press CTRL-ALT-SHIFT-x to drink a potion. Classic Roguelike gameplay with the sweet, refreshing taste of point-and-click interfaces.In hideous, screaming pain that makes you throw your keyboard out the window. Wield shoes decorated by the Dwarven Glittersmiths, all of whom have now committed suicide because of their shame, and embrace the joys of destroying giant moustache-wielding brick demons with a mace decorated with tawdry, delicious bacon. Cast powerful magic learned from the dark business warlocks of the school of Necronomiconomics, or summon the Viking Runes of your ancestors to blast your foes with thunder and lightning! Discover the power that can be had by wielding a bizarre armament of devastating weaponry such as the Interdimensional Axe, the Plastic Ring, and the Invisible Shield (if you can remember where you left it). Worship Inconsequentia, the Goddess of Pointless Sidequests, or try your luck as a devotee of the nameless Lutefisk God. What they have, unfortunately, is you… Step into the Dungeons of Dredmor! Embrace your destiny! Face evil of the likes the world has never known – the terrifying Swarmies, the undulating Thrusties, and the adoreable nest-building Diggles. The land cries out for a new hero, a powerful warrior or a mystic wizard like those spoken of in the prophecies of yore. ![]() ![]() Centuries later, the magical bonds that hold him in place are loosening and his power grows ever stronger. So anything you put in your mod folder will be added to the end of the current lists, if I'm understanding the way things work.Long ago, the Dark Lord Dredmor was bound in the darkest dungeons beneath the earth by great and mighty heroes. (Assuming that I'm not operating on out-of-date info there.) Until then, trying to add modified versions of the default material will probably give you duplicate sets of everything in-game. Hopefully soon the "total conversion" option will work properly, and replace the main game files via the mod launcher, but at the moment it doesn't do so. One of the first things you should do to that file upon starting your mod, is to delete all the unnecessary content (just about the whole file, but I'd say look it over first to figure out how things work) from that file (_not_ from the version that's in the game itself, just the version in your mod folder).Īt this point, modding allows you to add stuff to the game, but not change the default material. If it's the skills from the main game that are showing up twice, that probably means that you copied over the skillDB.xml file, per the instructions above. ![]() Be sure to preserve the directory structure. Most programs, such as 7zip, will do the right thing if you just try to create a new zip file from within the directory. You want to create a ZIP file which has this local directory structure: Your ZIP should be created from *inside* the mod directory - so that if, for instance, you have:ĭirk Diggle in the Blink Curse Trap Fiasco To do this, your first step is to create a new ZIP file containing your mod. You've created your mod by placing it as a folder in your Gaslamp Games/Dungeons of Dredmor/mods directory, you've built the mod, and you're ready to try distributing it to everybody. Suppose you decide that you want to package a mod, Dirk Diggle in the Blink Curse Trap Fiasco. Essentially, you want to create a ZIP file with your mod in it. Packaging a mod for distribution is simple. One mod can, of course, have multiple things in it (skills, items, blink curse traps, etc.) but you probably only want to document it once. Note: you must include *one* of these files in every mod you distribute. ![]() Indicate that you require both expansions - Realm of the Diggle Gods (ROTDG) and You Have To Name The Expansion Pack (YHTNTEP). ![]()
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