Search found 1766 matches

by petri
Mon Dec 28, 2020 2:29 pm
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

Yep, the new version looks right to me, but I'll leave testing for you :) Alternatively you could look into hooking into the menu bar, that way you wouldn't relaunch the editor if you hit the short cut accidentally. You can of course hook into DungeonEditor:update, but how would you get the event? U...
by petri
Mon Dec 28, 2020 7:39 am
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

That is indeed bad. Note that config:convertEditorKeyToAction is called just before your addition, so you should be able to hook to Config.convertEditorKeyToAction instead of copying the whole update funtion. Could you fix this, please? Why is this important? Multiple mods can't override update func...
by petri
Sun Dec 27, 2020 9:38 pm
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

When I reload, it doesn't apply the changes made to umods after starting the editor. I have to go back to the main menu and restart the Dungeon Editor. Unfortunately umods are loaded only when the app starts, but a resourceful modder could add a new menu option that executes: sys.restart{ "lau...
by petri
Sun Dec 27, 2020 10:10 am
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

The experimental release in the nutcracker branch has been updated to version 2.3.3.

Changes:
- bug fix: dungeon exporting crashes
- removed easter egg
- added updated umod pack to extras folder (new: Dungeon Editor sources)

If you find any new bugs, please report them here.
by petri
Sat Dec 26, 2020 8:21 am
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

Hi! That is an interesting idea! However, umods code must be disributed as plain text files. That rules out any native extensions like that, the licensing terms explicitly forbid precompiled code. This is for security reasons so that anyone can check that the mod is not doing bad things if needed, a...
by petri
Fri Dec 25, 2020 9:57 am
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

Hah, that's a clever way to break free from the cage! :) Reminder, let's try to make umods as minimal as possible. Usually there's a cleaner way than to copy-paste code and modify it. The problem with that approach is that mods can easily conflict with each other, and if/when we make game updates in...
by petri
Fri Dec 25, 2020 12:30 am
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

Congratulations to everybody involved! Hope you had a good time. :) I've removed the google drive link from the spoiler. I know it's inconvenient for non-Steam users at the moment, but we'd like to keep this experimental release a bit more private still and we also don't want to have any grey areas ...
by petri
Thu Dec 24, 2020 6:23 pm
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Re: Merry Christmas!

Good luck & have fun! :D
by petri
Thu Dec 24, 2020 8:34 am
Forum: Mod Creation
Topic: Merry Christmas!
Replies: 44
Views: 63970

Merry Christmas!

The cursor is blinking cozily in the corner of the text editor. A mug of steaming Glögg is close at hand emitting delicious aromas. The nuts are ready to be cracked. Everything is ready. You see, Island Master's little helpers have been busy this year. For the past weeks they have been carefully cra...
by petri
Sat Nov 23, 2019 8:58 am
Forum: Mod Creation
Topic: Mod size if LoG2 were 64-bit
Replies: 5
Views: 13150

Re: Mod size if LoG2 were 64-bit

Btw. Shinobi engine powering Druidstone (a successor to the Grimrock engine) is fully 64-bit and uses a newer version of LuaJIT. As a result it can use up to 128 TB of memory. Too bad Druidstone modding didn't really kick off...