
EDITOR Feature Requests (not bugs!)
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Re: EDITOR Feature Requests (not bugs!)
that was extremly fast petri, thanks 

- JohnWordsworth
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Re: EDITOR Feature Requests (not bugs!)
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!
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!

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Re: EDITOR Feature Requests (not bugs!)
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.
OR
when placing multiple doors i need to be able to select if they are all going to be open or closed.
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Re: EDITOR Feature Requests (not bugs!)
Kill blockages with the kill command in Preview mode, instead of having to damage it.
Re: EDITOR Feature Requests (not bugs!)
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.)
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.)
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- cromcrom
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Re: EDITOR Feature Requests (not bugs!)





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.
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Re: EDITOR Feature Requests (not bugs!)
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.
Re: EDITOR Feature Requests (not bugs!)
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.
Re: EDITOR Feature Requests (not bugs!)
** Anchored 'Region copy & Layout copy' that allows duplication of mapped areas, or just the map layout without the objects.

** 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.

** 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.
Re: EDITOR Feature Requests (not bugs!)
It's a good idea, I like it 

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