Any chance of LoG 1 maps being able to port over?
Any chance of LoG 1 maps being able to port over?
Although I've been taking forever to do it, I've had a LoG 1 map in the works for well over a year or so now, and I'm wondering if there will be an option to port over my work. I imagine the editor will be similar, but I have no idea how possible this would be. If they can be automatically ported over, that would be amazing. I'm not saying I require this, but I'm at least a bit curious as to if this was ever thought about.
Either way I've already bought the game, looking forward to release
Either way I've already bought the game, looking forward to release
Re: Any chance of LoG 1 maps being able to port over?
Not out of the box, but a clever modder should be able to make such a conversion tool. The dungeon files are text.
Re: Any chance of LoG 1 maps being able to port over?
Well it still sounds hopeful, thanks for the answer.
Re: Any chance of LoG 1 maps being able to port over?
Hear, hearpetri wrote:Not out of the box, but a clever modder should be able to make such a conversion tool. The dungeon files are text.
Any chances for getting LoG2 version of scripting reference?
I suppose it's not urgent and you have better or more urgent things on your plate. For the first month people will be (re)-playing the main story line anyway.
- cromcrom
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Re: Any chance of LoG 1 maps being able to port over?
Oh yes, definitely need those, to start fantasying about my systems
Playing the game ? What a strange idea ! Lets MOD ^^
Playing the game ? What a strange idea ! Lets MOD ^^
A trip of a thousand leagues starts with a step.
Re: Any chance of LoG 1 maps being able to port over?
This would be so awesome...
Already thought about how it would be to play LoG1 within 2 with the new skill system
Already thought about how it would be to play LoG1 within 2 with the new skill system
- SnowyOwl47
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Re: Any chance of LoG 1 maps being able to port over?
I'm a very strong programmer in Objective-C So i could do some work on a converter
But the only sad thing is it would be for mac...
But the only sad thing is it would be for mac...
- SnowyOwl47
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Re: Any chance of LoG 1 maps being able to port over?
SnowyOwl47 wrote:I'm a very strong programmer in Objective-C So i could do some work on a converter
But the only sad thing is it would be for mac...
I Have a mac and windows, but never done any coding in windows. I'm okay with java I could try doing that and it'd be for all platforms.
LOG1 Map Converter, might have to add some special features to make ti special though
- JohnWordsworth
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Re: Any chance of LoG 1 maps being able to port over?
Suggestion: You might find it easiest if you use a Lua Interpreter and provide a Lua script that you can run. Off the top of my head you might just be able to define your own methods for things like "defineObject(...)" and just have it spit out the "new version" based on the parameters received. You would probably have to cover quite a lot of specifics to convert a dungeon file, but apart from the script entities (which will have code written specific to LOG1) the rest should convert across fairly easily.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Any chance of LoG 1 maps being able to port over?
How about writing this in a portable way? How about C++? Okay, it's maybe not the best language for text processing, but it's very portable. And can be later extended into other fancy stuff.
I have an early prototype that can convert parts of dungeon.lua from LoG1 to LoG2 format. It's not much, but you can at least load bare dungeon walls.
Anyone interested in joining forces on this one? Send me PM if you are. My terms are simple: C++, code is open source, hosted on github.
I have an early prototype that can convert parts of dungeon.lua from LoG1 to LoG2 format. It's not much, but you can at least load bare dungeon walls.
Anyone interested in joining forces on this one? Send me PM if you are. My terms are simple: C++, code is open source, hosted on github.