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don't need all of Revived to make them work in single player. that was just an example of how its done.
with that said lets look at vanilla ds for a minute
ok looking at bits\config\multiplayer.gas we see -

ds -

[multiplayer]
{
	[settings]
	{
		default_multiplayer_map = multiplayer_world;
		ghost_timeout = 60;  // seconds until ghosting wears off
	}

	[characters]
	{
		* = farmboy;
		* = farmgirl;
		* = dwarf;
		* = skeleton_good;
	}

	[ingame]
	{
		player_label_font = b_gui_fnt_12p_copperplate-light;
	}

	[game_timer]
	{
		// List all the minute denominations of time you want
		* = 15;
		* = 30;
		* = 45;
		* = 60;
		* = 90;
		* = 120;
		* = 180;
		* = 300;
	}
}

now we look at loa and see the differences

loa-

[multiplayer]
{
	[settings]
	{
		default_multiplayer_map = map_expansion;
		ghost_timeout = 60;  // seconds until ghosting wears off
	}

	[characters]
	{
		* = dsx_mp_farmboy;
		* = dsx_mp_farmgirl;
		* = dsx_mp_dwarf;
		* = dsx_mp_skeleton;
		* = halfgiant;
		* = utraean_boy;
		* = utraean_girl;
	}

	[ingame]
	{
		player_label_font = b_gui_fnt_12p_copperplate-light;
	}

	[game_timer]
	{
		// List all the minute denominations of time you want
		* = 15;
		* = 30;
		* = 45;
		* = 60;
		* = 90;
		* = 120;
		* = 180;
		* = 300;
	}
}

the difference being the characters added

Eksevis wrote:
Can I view the mod and the code and port it into my compilation mod, though? I tried before with one of them and for some reason it wouldn't work.

Also, my biggest problem is that most large mod compilations for Dungeon Siege change the game too much. The idea of The Ultimate Mod is to keep faithful to the vanilla game while improving it by adding things that should have been there in the beginning.