Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
This link worked for me when I tried it today:ChaosLord316 wrote: ↑Sat Oct 19, 2024 2:07 am I think I ask for a couple people when I ask, where and how would one go about getting and installing the LoGII Asset Pack in 2024? I've tried the links here, but they don't seem to work for me. Any help with this would be greatly appreciated. Thank you.
http://www.grimrock.net/modding/grimrock-2-asset-pack/
Post if it does not work for you. There might be another link somewhere.
**EDIT: It's the same as minmay has posted above; I hadn't seen it when I replied.
- ChaosLord316
- Posts: 5
- Joined: Sun Oct 13, 2024 9:58 pm
Re: Ask a simple question, get a simple answer
I have seen this post: https://www.grimrock.net/forum/viewtopic.php?t=9505
In Petri's first post, the top link works for me, the bottom link works too, but the middle one that points to the Asset Pack does not work for me. It has been like this for years.
Isaac, the link you posted "works" (this link): https://www.grimrock.net/modding/grimrock-2-asset-pack/
The "Modding and Asset Usage Terms" link and the "Model and Animation File Formats" within that link work, but the "Download Grimrock 2 Asset Pack (250 MB)" doesn't do anything, just like the middle link in Petri's post above. This is all the information I have, and I am at a complete loss. I think it's going to take someone who has more information and experience than I do to solve this riddle.
In Petri's first post, the top link works for me, the bottom link works too, but the middle one that points to the Asset Pack does not work for me. It has been like this for years.
Isaac, the link you posted "works" (this link): https://www.grimrock.net/modding/grimrock-2-asset-pack/
The "Modding and Asset Usage Terms" link and the "Model and Animation File Formats" within that link work, but the "Download Grimrock 2 Asset Pack (250 MB)" doesn't do anything, just like the middle link in Petri's post above. This is all the information I have, and I am at a complete loss. I think it's going to take someone who has more information and experience than I do to solve this riddle.
- Zo Kath Ra
- Posts: 940
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
When I click on the "Download Grimrock 2 Asset Pack (250 MB)" link, Firefox tells me "File not downloaded: Possible security risk."ChaosLord316 wrote: ↑Sun Oct 27, 2024 9:00 pm Isaac, the link you posted "works" (this link): https://www.grimrock.net/modding/grimrock-2-asset-pack/
The "Modding and Asset Usage Terms" link and the "Model and Animation File Formats" within that link work, but the "Download Grimrock 2 Asset Pack (250 MB)" doesn't do anything, just like the middle link in Petri's post above. This is all the information I have, and I am at a complete loss. I think it's going to take someone who has more information and experience than I do to solve this riddle.
I have to click on the download and then click "Allow download".
It's because the web page is served over HTTPS, but the download is "only" an HTTP link.
Just tried it in Chromium, and nothing happens when I click the download link.
Protip:
1. Copy the download link
2. Add an "s" to "http"
3. Paste the modified link into your browser's address bar.
4. Press Enter.
Yes, someone should replace all HTTP links on the entire Grimrock website with HTTPS links.
And in the notification mails, too.
- ChaosLord316
- Posts: 5
- Joined: Sun Oct 13, 2024 9:58 pm
Re: Ask a simple question, get a simple answer
Thank you for the response, Zo Kath Ra.
As a dungeon creator, I understand that if several players keep having the same problem with the same part of my dungeon, then that part of the dungeon needs to be corrected. I try to avoid telling players in forums to work around bugs. I strive to fix the bugs at the source. I feel like the same logic could apply to forums like this one.
The lack of this bit of knowledge has kept me from downloading the Asset Pack for years. Considering that this is the link for the Asset Pack, wouldn't it be prudent to put this information somewhere in the proximity of the links? So new users like me don't have to scan every post of the forum, or derail this thread by asking about the Asset Pack again? I understand that there can be "legacy" links that can't be changed for technical reasons. If the links work as intended (at least for the people in the know), then I wouldn't expect them to be changed, especially if a simple post edit would suffice.
Answering my question here fixes the problem for me, but going back and fixing the link, or editing the post, or making a new Sticky with clear, straight-forward instructions for new members, that should fix the problem for everyone for all time. It's just a thought.
As a dungeon creator, I understand that if several players keep having the same problem with the same part of my dungeon, then that part of the dungeon needs to be corrected. I try to avoid telling players in forums to work around bugs. I strive to fix the bugs at the source. I feel like the same logic could apply to forums like this one.
The lack of this bit of knowledge has kept me from downloading the Asset Pack for years. Considering that this is the link for the Asset Pack, wouldn't it be prudent to put this information somewhere in the proximity of the links? So new users like me don't have to scan every post of the forum, or derail this thread by asking about the Asset Pack again? I understand that there can be "legacy" links that can't be changed for technical reasons. If the links work as intended (at least for the people in the know), then I wouldn't expect them to be changed, especially if a simple post edit would suffice.
Answering my question here fixes the problem for me, but going back and fixing the link, or editing the post, or making a new Sticky with clear, straight-forward instructions for new members, that should fix the problem for everyone for all time. It's just a thought.
Re: Ask a simple question, get a simple answer
I think there's a general expectation that people interested in making mods will already know how to download a file from a link. It wouldn't hurt to include instructions, but I doubt this is a problem a lot of people are going to have.
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
Is it possible to use defineObject in an external script?
I need to dynamically create objects whose definition I can't write before loading the game, because a lot of data is defined in an external script.
The only thing I can think of is to use
Config.defineObject = defineObject
Strangely enough it works. The defineObject function is available during initialization of the external script, then it remains available for defining the object.
The thing is that Config.defineObject = nil does not remove the defineObject function from memory.
How bad is this practice, and what could be the consequences?
I need to dynamically create objects whose definition I can't write before loading the game, because a lot of data is defined in an external script.
The only thing I can think of is to use
Config.defineObject = defineObject
Strangely enough it works. The defineObject function is available during initialization of the external script, then it remains available for defining the object.
The thing is that Config.defineObject = nil does not remove the defineObject function from memory.
How bad is this practice, and what could be the consequences?
My Generations of Kings mod
Link to Nexus mods
Link to Nexus mods
Re: Ask a simple question, get a simple answer
The main thing you need to worry about there is serialization. Object definitions aren't saved in save games; the game just runs your init.lua again when a save file for your mod is loaded, and assumes that init.lua will define all the objects in the saved game. So to avoid making saves that instantly crash upon load, you'll need to make sure that any spawned objects already have object definitions for their names (make a bunch of placeholder defineObject() calls in your init.lua with all the names you'll want to use for your dynamically defined objects). If your dynamic definitions also involve things that don't get serialized, such as hooks, you'll need a system for keeping track of all the definitions you've made and make them again whenever the game is loaded.
(Of course, none of this is a concern if your dynamically defined objects never exist during a time when the player can make an input and therefore potentially save; if you're always destroying your objects instantly when you spawn them, you don't have to worry about it.)
(Of course, none of this is a concern if your dynamically defined objects never exist during a time when the player can make an input and therefore potentially save; if you're always destroying your objects instantly when you spawn them, you don't have to worry about it.)
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Ask a simple question, get a simple answer
Hi guys. I need a weapon that attacks under water. I think I saw one here in the forums. Thank you for help
Re: Ask a simple question, get a simple answer
Thank you for your answer Minmay! I have read your explanation of serialization. To be honest, I read this thread in its entirety, and each time I was surprised by your knowledge on the topic. However, I still sometimes encounter serialization problems during development. And still some moments remain a mystery for me and are found out only by multiple tests.minmay wrote: ↑Sat Dec 07, 2024 10:52 pm The main thing you need to worry about there is serialization. Object definitions aren't saved in save games; the game just runs your init.lua again when a save file for your mod is loaded, and assumes that init.lua will define all the objects in the saved game. So to avoid making saves that instantly crash upon load, you'll need to make sure that any spawned objects already have object definitions for their names (make a bunch of placeholder defineObject() calls in your init.lua with all the names you'll want to use for your dynamically defined objects). If your dynamic definitions also involve things that don't get serialized, such as hooks, you'll need a system for keeping track of all the definitions you've made and make them again whenever the game is loaded.
(Of course, none of this is a concern if your dynamically defined objects never exist during a time when the player can make an input and therefore potentially save; if you're always destroying your objects instantly when you spawn them, you don't have to worry about it.)
Since you are here, are you currently working on any mod? Despite the fact that you informed about your work a long time ago, there are still fans who are waiting for your mod.
Aside from that, I know that you hardly reply here now and are more on discord. But unfortunately I don't have the ability to use discord. Is there any other way to contact you? I would like to clarify some things you wrote about as well some time ago.
My Generations of Kings mod
Link to Nexus mods
Link to Nexus mods