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View Full Version : SDK 1.000 now available


Shadow
04-22-2008, 06:24 PM
There is a new version of the Depths of Peril SDK available now over on our mod page (http://www.soldak.com/Depths-of-Peril/Mods.html). This version includes more documentation, our font tool, and with version 1.010 of the game more features to support modding (like the buildTgas command and database overrides).

torikamal
04-22-2008, 09:55 PM
Awesome! Thank you so much.

GeorgiaBoy
04-28-2008, 11:52 PM
How closely can Depths of Peril be modded to Diablo II? I am currently a modder to D2, but would like to do more with Depths if possible...

Are there affixes (random item generator)?
Can the covenants be modded out if not needed?
Is there a WYSIWYG map editor?
If maps can be added, what is the limit?
How difficult is it to add new monsters?

Thanks for your help!

GB

Shadow
04-29-2008, 04:50 PM
Are there affixes (random item generator)?
Can the covenants be modded out if not needed?
Is there a WYSIWYG map editor?
If maps can be added, what is the limit?
How difficult is it to add new monsters?


Yes, there is a random item generator and you can modify prefixes, suffixes, or even unique items.

I doubt you can mod the covenants out completely, but you can make them as passive or weak as you want.

There is a map editor in the game. Just pull down the console with the ~ key and type in editor 1 and hit enter. It's a little different than most editors since usually you are making small blocks that randomly get put together to form a level.

You can add new maps if you want to the world. Just build a new level and add it to whatever section of the game you want in world.gdb.

Adding new monsters shouldn't be too difficult since it's all data driven. Mostly it's just adding the model files, a database entry for that monster, and modifying the world slightly to tell it it is allowed to spawn your new monster.