Dungeon Editor Suggestions
-
- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
I agree large pits are definitely doable in LoG1, but chasms/crevices going through portions of your dungeon would certainly require a lot more work.
Edit: Sorry this suggestion probably should have been put into the LoG2 feature suggestion forum first.
Edit: Sorry this suggestion probably should have been put into the LoG2 feature suggestion forum first.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
Re: Dungeon Editor Suggestions
I have one of these; all that's needed is a custom Pit model ~2x2/3x3/... bigger seems wasteful, but it's possible to do.chaoscommencer wrote:Large pits-
I'm sure someone who's good at modding could probably do this as is (you would need corner of pit, side of pit, and center of pit tiles to do this, where the center of pit tile would basically be an invisible pit area). This would be nice for making large holes in the center of a room, rather than having something that looks like you can walk across a virtual tightrope every few feet. Actually, if there was an option for making crevices (not just floor, but wall and ceiling also as if an earthquake or some such actually ripped your dungeon apart in areas) that would be really cool.
Almost all of this is in the ORRR2 mod; (not the gravity part, but that's not totally impossible; not totally practical either ~in LoG1).BuzzJ wrote:I almost forgot this!
PROPER LADDERS
currently, we can only use staircases and teleports to transit levels. using staircases as ladders is doable in LoG1 but it is hackish. Same with teleports.
We need three types of ladder entities:
1) First is one that is flush along a wall, when you walk into the square directly adjacent to the ladder, the camera "climbs up" vertically in a similar manner to "walking forward and up/down" of staircases, but obviously straight up and into the ceiling.
2) Same thing as 1, but for going down. It is essentially a pit trap with a different (slower, and climby) camera movement down.
3) An optional type of 1 and 2, which can be safely walked over (up or down types) WITHOUT triggering the movement. Like in Captive. Maybe make it activatable by a seperate binded key. (I KNOW I AM ASKING A LOT, BUT MAYBE MAKE ARROWS ON GUI FOR MOVING VERTICAL UP/DOWN, THATS PROBABLY TOO MUCH FOR THIS LATE IN LOG2 THOUGH)
REVERSING GRAVITY
Be able to simply and easily flip the party to walk on the ceilings. (pretty sure this can already be done in LOG1, but havn't tried it, or needed to, yet) Both by pressure plate (external triggers) and inventory items (internal triggers). Particularly useful for puzzles if we can have true higher level ceilings. to act as floors and make inaccessible areas that can only be accessed through gravity flipping.
TRUE HIGHER LEVEL CEILINGS
see above
EDIT:
I would like a complimentary opposite function to champion:setPortrait() There seems no way to Get what that portrait originally was; and so no way to restore it to what it was originally... In case it's not clear why one would want that, consider that a modder (if they chose) sets the party portraits to an image of a piglet (as effects from a magical trap or mage encounter). If they did this and ever planned to let the party get healed of the condition, they have no way to know what the original portrait was.
This should exist in LoG2:
party:getChampion(x):getPortrait()
...
Returns: "assets/textures/portraits/lizardman_female_01.tga" (for example.)
-
- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
Not sure if this one is in here yet, but it would be really nice to be able to use defined objects (potentially with animation), rather than just models for the walls, floor, ceiling, etc. components of wall set definitions. This would allow for easier development of living dungeon type wallsets and whatever else one might be able to imagine.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
Re: Dungeon Editor Suggestions
This is already possible, if I'm understanding you...chaoscommencer wrote:Not sure if this one is in here yet, but it would be really nice to be able to use defined objects (potentially with animation), rather than just models for the walls, floor, ceiling, etc. components of wall set definitions. This would allow for easier development of living dungeon type wallsets and whatever else one might be able to imagine.
You can define any object and use it for the walls. As for animation... you can manage animated objects that are impassable.
*A few posts back, I suggested a general purpose animation object; that would certainly work as a wall or even a waterfall.
-
- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
I suppose what I meant is that at the moment you can only define wall sets with models. Being able to define their components with objects would be much more powerful and convenient for modders. Note that this isn't just good for living dungeon environments but also for flooded dungeons, dungeon's with creaking wooden floors, etc. I know that similar results can be achieved but only through much effort on the part of the modder, such as placing objects at every floor and wall location... Not very convenient, plus that makes it impossible to find any non environment objects.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
Re: Dungeon Editor Suggestions
Here is a trick...chaoscommencer wrote:I suppose what I meant is that at the moment you can only define wall sets with models. Being able to define their components with objects would be much more powerful and convenient for modders. Note that this isn't just good for living dungeon environments but also for flooded dungeons, dungeon's with creaking wooden floors, etc. I know that similar results can be achieved but only through much effort on the part of the modder, such as placing objects at every floor and wall location... Not very convenient, plus that makes it impossible to find any non environment objects.
Write a script and call it creakingFloor.
In the script put spawns for sounds and a hidden plate (to trigger it); add wooden floor models and anything else needed in the "Object".
Use the script's own (Lvl,X,Y,Facing) in all the spawns.
What you get is a set-piece object anywhere you place that script, and you can copy/paste it too.
*Alternatively one could write a centralized script of "objects" and place named scripts that simply call the object script with the object they want to place... and the central script uses their own (Lvl,X,Y,Facing) for it's spawns. I've done this and it works.

(It will probably work in LoG2.)
**Of course... it would be neat if LoG2 supports this out of the 'box' officially, much like you've said.

-
- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
Ya, support out of the box is what I was shooting for, but nice script idea. I might give something like that a try when I get around to that part of the dungeon.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
Re: Dungeon Editor Suggestions
One thing I would really love would be the ability to switch to a bigger font. I have a real hard time with the tiny one in the current editor.
I don't know if it's been mentioned yet, but for me, it would be nice if I could designate a monster as non-hostile and/or unkillable so I could use it as an NPC with dialogue. I know it's possible with LoG, but it's really sort of a hack.
A way to remotely trigger levers with the GUI and connectors instead of requiring a script would have made making my mod a lot easier.
I don't know if it's been mentioned yet, but for me, it would be nice if I could designate a monster as non-hostile and/or unkillable so I could use it as an NPC with dialogue. I know it's possible with LoG, but it's really sort of a hack.
A way to remotely trigger levers with the GUI and connectors instead of requiring a script would have made making my mod a lot easier.
Re: Dungeon Editor Suggestions
One thing that might prove useful is an object that when placed prevents all (or perhaps only specific) randomly generated decorations from appearing in that particular spot.
For instance, say that I don't want a hook & chain to appear on a certain pillar, but I also don't want to alter the wallset's frequency (and thus change hooks all over the map).
An object with the ability cancel out a random decoration placed at that spot would solve this problem nicely. Place it, and if the decoration falls on the cell/wall/pillar, that it's placed, the engine skips it, and moves on the the next decoration.
(This is actually a problem that I have right now, and could use such a 'decoration-killer' object as an incredibly easy fix if it existed.)
For instance, say that I don't want a hook & chain to appear on a certain pillar, but I also don't want to alter the wallset's frequency (and thus change hooks all over the map).
An object with the ability cancel out a random decoration placed at that spot would solve this problem nicely. Place it, and if the decoration falls on the cell/wall/pillar, that it's placed, the engine skips it, and moves on the the next decoration.
(This is actually a problem that I have right now, and could use such a 'decoration-killer' object as an incredibly easy fix if it existed.)
Re: Dungeon Editor Suggestions
An option to tune down/turn off party footstep sound will be great!
AND in editor options to replace the generic sound.
The party footstep sound from LoG is sometimes most disturbing!
Way too loud and harsh. Damn nailed boots^^
Other Editor related things important for me (some are mentioned before, but..^^) :
- Custom Animation Objects with connector
- onHit(self,usedWeapon,usedChar), onDamage(), onDie() + connector to all relevant objects - doors,walls,blockages,altars,xxx..
- Better Sound FX handling - destroyable, deactivated/activated, sound level via script, attach a sound to any object
- True 32bit Alpha transparency for textures! No more glowing transparent things^^
- A bit more transparency in the wallset.lua - if i want to spawn decorations at every wall or floor (100%) it should happen as for pillars
- better placeable lever object
AND in editor options to replace the generic sound.
The party footstep sound from LoG is sometimes most disturbing!
Way too loud and harsh. Damn nailed boots^^
Other Editor related things important for me (some are mentioned before, but..^^) :
- Custom Animation Objects with connector
- onHit(self,usedWeapon,usedChar), onDamage(), onDie() + connector to all relevant objects - doors,walls,blockages,altars,xxx..
- Better Sound FX handling - destroyable, deactivated/activated, sound level via script, attach a sound to any object
- True 32bit Alpha transparency for textures! No more glowing transparent things^^
- A bit more transparency in the wallset.lua - if i want to spawn decorations at every wall or floor (100%) it should happen as for pillars
- better placeable lever object
Dungeon Master Resource Pack worker and passionated Beer drinker