Delver
cuddigan 9 Sep, 2013 @ 6:38pm
Quick Modding Guide
I plan on writing up a detailed modding guide, but until then here's enough to get started.

Delver is setup to look for files externally in a folder called 'assets' alongside the executable, if a file exists there it will load it otherwise it will fall back to the one packaged inside the app.

Installing a new texture pack is as easy as tracking down the steamapps Delver install directory, making an 'assets' folder there, and putting a textures.png file there.

You can download the full current assets here: http://www.intrrpt.com/downloads/delver/assets-9-8-13/assets.zip
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Showing 1-15 of 25 comments
cuddigan 9 Sep, 2013 @ 6:43pm 
The assets folder is broken down like this:

/audio - sound effects and music lives here
/data - data files like monster and dungeon defs
/levels - static levels, referenced in /data/dungeons.dat
/meshes - static and dynamic models, in .obj format
/shaders - make trippy effects by editing these
/ui - main menu and options screen elements live here
/textures.png - dungeon wall textures
/sprites.png - decorative static sprites
/entities.png - mobs live here
/generator.zip - all of the dungeon tiles. Adding a new tile will let the dungeon generator place it.
atksolotl 10 Sep, 2013 @ 12:25am 
Any word on when the patch for the high-res items will be fixed? :P (the one where they are placed in the wrong place on the screen) because I would love to be able to post my texture pack soon ;)
Arale//Zero 10 Sep, 2013 @ 6:12pm 
Speaking of mods, do you think Boarding Party could be added as an extra mode-thing in a future update?
cuddigan 11 Sep, 2013 @ 8:55am 
Originally posted by ghastlyMeme//Bill Cipher:
Speaking of mods, do you think Boarding Party could be added as an extra mode-thing in a future update?

It probably won't be an extra mode, I can roll some of the Boarding Party specific changes back into Delver (eg: GUNS) and have them available for modders.
i suggest a steam workshop if possible. it would be great to share stuff.
Mike McPhil 12 Sep, 2013 @ 11:01pm 
Workshop for sure. The community will go nuts with this. In the meantime, I'm going to merge some textures and try to update whitewolfs pack to work with the newer version. Fix the door textures and such. I'll leave weapons alone though, I have no idea how to fix that.
Last edited by Mike McPhil; 12 Sep, 2013 @ 11:07pm
Mike McPhil 13 Sep, 2013 @ 10:33pm 
I need some help with redrawing/editing the weapons. Everytime I touch even a pixel, when I load it into the game, a white square surrounds the weapon. Like the back ground is being drug into it and showing the hitbox. Not everything on the items page does this though. It's tripping me out.
Vehk 14 Sep, 2013 @ 5:10am 
Can we look forward to a Steam Workshop some time?
cuddigan 14 Sep, 2013 @ 10:37am 
Originally posted by Phillipe Von Mickail:
I need some help with redrawing/editing the weapons. Everytime I touch even a pixel, when I load it into the game, a white square surrounds the weapon. Like the back ground is being drug into it and showing the hitbox. Not everything on the items page does this though. It's tripping me out.

It sounds like whatever paint program you're using to edit those files in is clobbering the alpha channel used for transparency. I don't know what you're using now, but you should give Paint.NET a try.
Mike McPhil 14 Sep, 2013 @ 10:43am 
I sure will, thank Cuddigan. I was using paint and GIMP btw.
ocean pollen 2 Oct, 2013 @ 8:40am 
How's the modding support work on Android? I have this for the Kindle Fire, and didn't see anything obviously like this assets directory on the 'sdcard'.
cuddigan 4 Oct, 2013 @ 1:04pm 
Android modding should work the same way - drop an assets folder into the 'Delver' folder on the sdcard with just the files that have been updated.
Rost 21 Oct, 2013 @ 11:35am 
Now that the October beta update is out, do we get updated asset files as well? Because i would really like to look into making my own sprites. Also if i were to add new Monsters to the database, would that crash the game or does that work?
cuddigan 21 Oct, 2013 @ 9:25pm 
I haven't put one out for download yet, but you can grab your own from inside the editor .jar file. If you copy the DelvEdit.jar somewhere and rename it to DelvEdit.zip, you can extract it and grab the assets folder from inside.
Buntkreuz 26 Oct, 2013 @ 3:48am 
just a question, will we get something like an ingame mods list to watch which mods are there, what they are about and then load them, and turn them on or off? Would make things easier for people instead of "copy data x to folder y". Or will we at least get the steam workshop? I like it more with the stuff ingame (ingame mod list to manage stuff like in Unreal Tournament for example) but workshop would do also a job instead of having nothing.
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Date Posted: 9 Sep, 2013 @ 6:38pm
Posts: 25