EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Isaac
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Re: EDITOR Feature Requests (not bugs!)

Post by Isaac »

Request: The option to load a trace image TGA or DDS as the map editor background. So if a user sketched out the map (with notes and scribblings) in Paint.Net, that it can saved as DDS and loaded as the under image to guide the layout and object placement.

A Million points for style if it can variably fade % over the default background; to make the image transparent, opaque, or in between. 8-) 8-)

Request: Please add a "Custom" filter to the drop-down list.
Image

Those making a level with mostly custom items and props could likely find it very handy to just see a list of only their custom assets.

** Of course if there is a reason that it's not easy to implement... we can of course name our assets with "Custom_" as the prefix and then the search filter would list the objects that have Custom_ in the name; but a mod_asset filter could be really useful I think.

*** And then I see that custom assets float to the top anyway. Image
(But only sometimes? I have some assets in the list that do not float to the top.)
davehca
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Re: EDITOR Feature Requests (not bugs!)

Post by davehca »

Request A countdown timer, similar to the Timer but it counts down instead of up, triggering when it reaches 0, and automatically deactivates itself.

Reading the "understanding Timers" thread I figured a way that this can be simulated using timers and counters but having a single countdown timer would make things a bit less complicated and more elegant.

Request To be able to place button objects anywhere on a wall with optional coordinates, so as to be able have multiple buttons on the same wall.

If you could, please make this thread a sticky to easily find it. :)
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Komag
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Re: EDITOR Feature Requests (not bugs!)

Post by Komag »

we don't want to sticky TOO many threads, so this is linked to in the Editing Superthread. But maybe it will stickied itself at some point, we'll see.
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Shloogorgh
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Re: EDITOR Feature Requests (not bugs!)

Post by Shloogorgh »

I wish to grant monsters and weapons the ability to utilize custom projectile spells. As it is now they can only swap the existing ranged spells.

I would also like to be able to create custom rune combinations in the same way we can make custom alchemy recipes.

And I want to second the request for a user friendly option for creating a starting party for a dungeon (and maybe allow for custom classes/races as well)
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Xzalander
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Re: EDITOR Feature Requests (not bugs!)

Post by Xzalander »

For a count down timer, can't you just set a negative number as the initial value, then count up to zero.
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Montis
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Re: EDITOR Feature Requests (not bugs!)

Post by Montis »

Xzalander wrote:For a count down timer, can't you just set a negative number as the initial value, then count up to zero.
what would be the difference from using the same value in positive and counting down to zero?
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun »

Montis wrote:
Xzalander wrote:For a count down timer, can't you just set a negative number as the initial value, then count up to zero.
what would be the difference from using the same value in positive and counting down to zero?
I would guess it's all a question of preference?
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Montis
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Re: EDITOR Feature Requests (not bugs!)

Post by Montis »

I don't see any difference since you can't get the current state/time of a timer anyway. The only important thing is the length of the interval.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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takis76
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Re: EDITOR Feature Requests (not bugs!)

Post by takis76 »

Request:

Collision detection between assets , particles and logic. What this means.

If I cast a spell on the door something will happen (The door will open or toggle or activate one other object or connector.

If some blob or particle or ice spell or any kind of movable spell hits something then something else will get triggered. For example deamon heads fire spells or blobs , when these spells collide with other spells or with assets or objects like statues or walls then something will happen , some door will open or same trap will activated or some timer etc..

Or if some item hit something , rocks hit a door or walls or weapons hit statues then something will happen monsters will summoned traps will be activated etc...

Nice Idea?
:mrgreen:
davehca
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Re: EDITOR Feature Requests (not bugs!)

Post by davehca »

Montis wrote:
Xzalander wrote:For a count down timer, can't you just set a negative number as the initial value, then count up to zero.
what would be the difference from using the same value in positive and counting down to zero?
Putting in a negative value for the Interval causes the timer upon being activated to trigger events immediately.

However I since found that a timer can deactivate itself, so that works as well, too.
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