EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Lollgramoth
Posts: 35
Joined: Fri Jun 15, 2012 7:31 am
Location: Germany

Re: EDITOR Feature Requests (not bugs!)

Post by Lollgramoth »

that was extremly fast petri, thanks :)
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: EDITOR Feature Requests (not bugs!)

Post by JohnWordsworth »

An old thread I know, but incase @petri gets some free time to do an update one day in the future, I think the following additions would be cool additions...

1. Automatically rename .tga to .dds and .model/.animation to .fbx when loading defineObject/cloneObjects from .lua files. This seems to be a common error that new modders stumble into but, unless I've missed something, just doing a quick str_replace in the last X characters of any texture/model/animation fields on import would make this problem go away.

2. Give items 'onProjectileHit', 'onMeleeHit' and 'onProjectileLand' hooks. Then we could easily make a whole host of spells that spawn items that look like spell effects and then do something when they land somewhere, hit a wall or hit a bad guy.

Sorry to dig up an old thread - I naturally have loads of ideas, but these are ones I thought might be small enough to sneak into a minor update one day! ;)
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: EDITOR Feature Requests (not bugs!)

Post by HaunterV »

I NEED when i click on a door or secret door or anything with active/inactive or open/closed state to be able to hit a hotkey instead of manually changing it's state. like o to open a door c to close it.

OR

when placing multiple doors i need to be able to select if they are all going to be open or closed.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Xaxus
Posts: 24
Joined: Mon Sep 17, 2012 4:54 am

Re: EDITOR Feature Requests (not bugs!)

Post by Xaxus »

Kill blockages with the kill command in Preview mode, instead of having to damage it.
User avatar
Komag
Posts: 3654
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: EDITOR Feature Requests (not bugs!)

Post by Komag »

For doors that you want many of them to be open, just make one, set it to open, then copy paste it a few times for your other doors.

For blockages, you can make a starting script to make your characters (or one of them) extremely strong so one hit always kills the blockage, or give them a custom sword that hits for 500 damage or something. (But I agree that if K would kill blockages too that would be nice.)
Finished Dungeons - complete mods to play
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: EDITOR Feature Requests (not bugs!)

Post by cromcrom »

:arrow: A throwable = false boolean for items (would make the item fall in the same square as the party, party.facing);
:arrow: Possibility to setItemProperty(property,amount)/getItemProperty(property) for spawned items would incredibly facilitate some modding stuff (like set the attackPower/accuracy/protection/weight/coolDownTime.... of items, when appropriate).
:arrow: Some new ways to "tell things to the player". Right now, AFAIK, you can use note items, hudPrint, and wall text to transmit informations to the player. Maybe some kind of log or anything else like it so people can gain more informations.
:arrow: Some insights into creatures brains, or at least a few more brain types (cowardly, neutral...)
:arrow: In the onAttack for party, add a "what was hit if it was hit" parameter. Right now, I can't connect a monster taking damage to the party or a champion.
Or it could be a onDamage from the monster, that returns not only the type, but also the weapon/champion doing the damage (or nil)
Last edited by cromcrom on Thu Nov 08, 2012 9:40 am, edited 1 time in total.
A trip of a thousand leagues starts with a step.
Periodiko
Posts: 19
Joined: Fri Oct 19, 2012 2:45 am

Re: EDITOR Feature Requests (not bugs!)

Post by Periodiko »

It would be really cool if you could turn off light flickering on light-source objects. The way to do this now is to use fx objects, which generate a steady light, but as far as I can tell fx objects don't get saved in saved game files.
User avatar
cougardod
Posts: 36
Joined: Sun Oct 28, 2012 2:29 am

Re: EDITOR Feature Requests (not bugs!)

Post by cougardod »

When crashing due to missing assets (whether from misspelling or a forgotten copy/paste) getting the error is perfect, but it would be nice if it would only prevent the map from loading and not make the dungeon editor crash.
User avatar
Isaac
Posts: 3172
Joined: Fri Mar 02, 2012 10:02 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Isaac »

** Anchored 'Region copy & Layout copy' that allows duplication of mapped areas, or just the map layout without the objects.
Image

** Additional (dependent) Option: 'Copy to file' export/import that writes the data to a standard lua script. This would allow modders to quickly create a library folder [or zip file] of completed modular levels without having to manually write the scripts to do that themselves. Three click results that create copies of individual rooms (or floors) for later import and/or upload as a community resource.
User avatar
Komag
Posts: 3654
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: EDITOR Feature Requests (not bugs!)

Post by Komag »

It's a good idea, I like it :)
Finished Dungeons - complete mods to play
Post Reply