custom portaits in my mod

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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: custom portaits in my mod

Post by Isaac »

I usually group custom assets in a definitions folder, with per-asset sub-folders, that include the models, textures, and any sound effects for that asset. One folder for each.
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: custom portaits in my mod

Post by FeMaiden »

i have to apologize for my language and behavior last night. I was freaking out and i was sleep deprived, i had been up for 19 hours trying to put finishing touches and tweaking things adding ladders in water where I felt they were unfairly too far apart, moving spawn locations of bosses because I was having the bosses do unfair cheap shots against the player (which could be avoided, but only if you knew it was coming) so I fixed those to make them more fair. I kept finding grammatical errors in my dialogue, making the wrong character speak, spelling errors etc...

and when i found out about this whole thing with the dungeon master pack I freaked out.

it's really weird, when i oped up the .lua files they all looked like a jumbled mess, the formatting was all messed up and the lines were not in the proper spots.
I came in today and was about to copy paste it and show you what it looked like, and when i copy pasted it into here, it got formatted correctly...weird. so then I copy pasted it back from here back into the .lua file and it is now correctly formatted and now I can finally make sense of it.
I thought I was getting lysdexia or something.
I'm still working on removing these assets bit by bit and making sure I don't break my mod in the process.
it seems the major issue is all the textures in the "env" folder, theres like 250 megabytes in there. if I can just isolate the ones pertaining to the beds and tables I can get rid of everything else.



good news about the custom character classes, I was able to keep my custom class Ui names and descriptions and I just changed the "base" name of each class into one of the regular classes so now (I'm going to test it) now I think my chracter will be able to be imported and they will become a fighter,rogue,alchemist and a battle mage if you import them into another mod.
I will also reconnect my script at the end allowing you to re spec the "battle_mage" character so you can give her back her magic skills that I took away.

My decision to take away magic and alchemy in my mod was not to make it boring. I feel that magic and alchemy are game changers, and some things you can do with them are borderline "exploity" some might even consider it "Cheating" nighttime and torches are an important part of my mod and allowing the player to cast the light spell would trivialize that. force field and range damage spells like meteor storm or frost bolt would also trivialize the combat and make it nonsensical to my theme.
alchemy poses another problem. I wanted to tightly control how much resources the player gets so that you have "just enough" to get by. if you could brew your own potions and spawn more herbs it would trivialize the major battles, especially since in the regular game you can
SpoilerShow
drink multiple rage potions and their effects stack, enabling you to one shot kill any enemy in the game if you drink enough of them
I mean, I dunno, maybe I can mess with the magic definitions and the alchemy recipes and just disable the rage potions and the light spell?

keep in mind this mod was originally going to be a practice mod as an exercise. it was merely to help me learn the editor, I wasn't even going to share it because it seemed so silly. but then I got really passioned into it and tried to make it worthy to be shared. I was originally going to write it completely around the throwing skill there wasn't going to be any melee weapons, only throwing weapons but then I gradually evolved it to make all the other categories fit, I have heavy weapons, light weapons, throwing and missile and theres enough in there that 2 characters can specialize in the same weapon type if you so desired. there is a firearm in there but not enough bullets for it...(I would really love to make a mod and put a nice range of actually useful firearms in it. the default firearms are just underpowered all around not worth using in the base game) the gun in my mod is a powerful weapon it requires no firearms skill to use it and does good damge but I only gave a small amount of bullets because I wanted the player to focus on using the other weapons, but if I make another mod, i will give plenty of ammo.

This mod is going to be more about mood,story, atmosphere and survival with light puzzle elements.
I'll admit that by choosing the theme that I chose, i actually limited my creative options. I couldn't just put random pressure plate puzzles or philospher stones in there. everything had to make logical sense to my setting.
I couldn't put just "any" weapon in there. the weapons had to fit my theme. magic just doesn't make sense in my story, it's implausible.
Last edited by FeMaiden on Fri Nov 13, 2015 4:46 am, edited 2 times in total.
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: custom portaits in my mod

Post by minmay »

All the text files in my mods and resources will have line endings consisting only of the newline character, with no carriage returns. This means that if you open them in certain extremely old Windows or DOS programs, such as Notepad, the line endings will appear to be missing, making them nearly unreadable. The solution is to use a text editor that wasn't already obsolete in 1985. Good options include Notepad++ or gedit if you like using the mouse a lot, and vim or emacs if you don't. (All are free.)
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: custom portaits in my mod

Post by FeMaiden »

don't get me wrong, I think the dungeon master pack is awesome. it was just that for this particular mod, I really just wanted those beds and tables lol

thank you to Dr.Disaster for your instructions on exactly what to do.
I did not realize you had already answered my question last night because I was too tired.

I was just now trying to do it it in the reverse, I had the dmscb pack open and I was going to leave it in but remove everything I wasn't using.
you idea to just not even use the dmscb pack folder at all and just take what I want from it and define it in my own mod assets was a much better method than what I was trying to do.

now I know for the future what to do with it.

I also made sure to give credit in my mod, where all the assets I "borrowed" came from.
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FeMaiden
Posts: 290
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Re: custom portaits in my mod

Post by FeMaiden »

minmay wrote:All the text files in my mods and resources will have line endings consisting only of the newline character, with no carriage returns. This means that if you open them in certain extremely old Windows or DOS programs, such as Notepad, the line endings will appear to be missing, making them nearly unreadable. The solution is to use a text editor that wasn't already obsolete in 1985. Good options include Notepad++ or gedit if you like using the mouse a lot, and vim or emacs if you don't. (All are free.)
lol yeah I figured that. I'm using the default notepad program bundled with windows 8.
I'm assuming that microsoft purposely made it barebones and practically useless so you would have to buy Microsoft Word.

I solved the formatting issue by copy pasting it into a reply here, and then cutting it and pasting it back into notepad. apparently, the reply box on this forum is more advanced than my notepad


I guess that was one of my problems, in skuggasveinns tutorials he had all sorts of paid programs like blender and photoshop, whereas, I'm just using the crap that came bundled with my default windows installation.

the paint.net is nice for making dds files, seeing as paint does not support that despite dds being a Microsoft file extension...I guess Microsoft has a proprietary paint program that want you to buy?
I was going to online websites and uploading my files to convert them between tga and dds, and another website to convert my mp3s to .ogg
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: custom portaits in my mod

Post by Azel »

How I know minmay isn't a real developer: he called Notepad obsolete lol

Notepad++ is awesome, but Notepad is always the good 'ol faithful tool of every real programmer.

A lot of things said here really are specific to LUA, which is a scripting language that forces some really bad practices. As opposed to say, Javascript.

Here's one example, using a line of code from the Common Serialization Pitfalls thread:

Code: Select all

local event,target,action = c:getConnector(i);
local tEntity = findEntity(target);
I haven't seen a comma delimited variable declaration since Visual Basic days (which nothing meaningful should ever be written in).

A true object oriented programming language (the C family, Java, etc), could at the very least do something like this:

Code: Select all

var connectorObject = c:getConnector(i);
var tEntity = findEntity(connectorObject.target);
And for reference, JQuery (supported by IBM and used by pretty much everything) has its entire source code library here:
https://github.com/jquery/jquery

Every one of those source code files can be viewed perfectly in Notepad :geek:
Last edited by Azel on Fri Nov 13, 2015 5:14 am, edited 1 time in total.
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: custom portaits in my mod

Post by minmay »

FeMaiden wrote:
minmay wrote:All the text files in my mods and resources will have line endings consisting only of the newline character, with no carriage returns. This means that if you open them in certain extremely old Windows or DOS programs, such as Notepad, the line endings will appear to be missing, making them nearly unreadable. The solution is to use a text editor that wasn't already obsolete in 1985. Good options include Notepad++ or gedit if you like using the mouse a lot, and vim or emacs if you don't. (All are free.)
lol yeah I figured that. I'm using the default notepad program bundled with windows 8.
I'm assuming that microsoft purposely made it barebones and practically useless so you would have to buy Microsoft Word.
Microsoft Word is not a plaintext editor, in fact it's pretty much completely useless for editing plaintext files. Windows doesn't come with a full-featured plaintext editor (in fact, Microsoft doesn't produce one at all) because most Windows users never edit a plaintext file in the first place.
FeMaiden wrote:I guess that was one of my problems, in skuggasveinns tutorials he had all sorts of paid programs like blender and photoshop, whereas, I'm just using the crap that came bundled with my default windows installation.
Blender is completely free...
FeMaiden wrote:the paint.net is nice for making dds files, seeing as paint does not support that despite dds being a Microsoft file extension...I guess Microsoft has a proprietary paint program that want you to buy?
Microsoft doesn't produce any real image editors that I know of, either.
Azel wrote:Notepad is always the good 'ol faithful tool of every real programmer. ... A lot of things said here really are specific to LUA, which is a scripting language that forces some really bad practices. As opposed to say, Javascript ... I haven't seen comma delimited variable declaration since Visual Basic days ... A true object oriented programming language (the C family
Ok, I have to admit, this is the funniest thing I've ever read on this forum.
Last edited by minmay on Fri Nov 13, 2015 5:21 am, edited 1 time in total.
Grimrock 1 dungeon
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Dr.Disaster
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Re: custom portaits in my mod

Post by Dr.Disaster »

FeMaiden wrote:I'm using the default notepad program bundled with windows 8.
I'm assuming that microsoft purposely made it barebones and practically useless so you would have to buy Microsoft Word.

I solved the formatting issue by copy pasting it into a reply here, and then cutting it and pasting it back into notepad. apparently, the reply box on this forum is more advanced than my notepad
Aye, those non-windows formated text files can be confusing. Yet Windows already has a program on board for such text files: right-click the file, choose "Open with ...", then select "WordPad" from the list of programs. Now you can read the text just fine.
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: custom portaits in my mod

Post by FeMaiden »

Dr.Disaster wrote:
FeMaiden wrote:I'm using the default notepad program bundled with windows 8.
I'm assuming that microsoft purposely made it barebones and practically useless so you would have to buy Microsoft Word.

I solved the formatting issue by copy pasting it into a reply here, and then cutting it and pasting it back into notepad. apparently, the reply box on this forum is more advanced than my notepad
Aye, those non-windows formated text files can be confusing. Yet Windows already has a program on board for such text files: right-click the file, choose "Open with ...", then select "WordPad" from the list of programs. Now you can read the text just fine.
OMG, how did I not know that? wow...using notepad all this time when I had Wordpad
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Isaac
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Re: custom portaits in my mod

Post by Isaac »

The [free] tools I'd recommend are Notepad++, and SciTE. I tend to use SciTE.

AFIK, both are based on the same core codebase.

What you may appreciate about both is syntax highlighting for braces, variables, and reserved words.
(Versions exist with a step-through debugger.)
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