EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
you know, I've seen those on the list forever, but never used them before! I just reassigned them something closer to my left hand (5 and 6) and now I'll use them all the time. Plus, since I usually test full screen, the shortcuts are handy because you can leave full screen always on, nice.
Finished Dungeons - complete mods to play
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
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Re: EDITOR Feature Requests (not bugs!)
@Isaac: I love your mockup of the dialog box with buttons. For me, this would open up so much power! I think the perfect trade-off between flexibility would be something like:
Method to display dialog box with options: texturePath for an optional image (like a map or portrait etc), titleText, contentText, button1Text (up to 5 or 6 buttons perhaps?) and then some sort of Lua callback method.
A very similar method could replace the buttons with text input. Then you could name new custom characters you meet along the way.
You could do so much with this: crafting, shops, NPCs, enchanting items, puzzles, ritual magics etc. it would be awesome - but I understand it could be a mission to implement too!
Method to display dialog box with options: texturePath for an optional image (like a map or portrait etc), titleText, contentText, button1Text (up to 5 or 6 buttons perhaps?) and then some sort of Lua callback method.
A very similar method could replace the buttons with text input. Then you could name new custom characters you meet along the way.
You could do so much with this: crafting, shops, NPCs, enchanting items, puzzles, ritual magics etc. it would be awesome - but I understand it could be a mission to implement too!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: EDITOR Feature Requests (not bugs!)
Ooops, then I'm just requesting pauseNeikun wrote:Check your preferencesMontis wrote:Request:
Hotkeys for play, pause and stop. These should also work from the preview window (and full screen) and pressing play should automatically focus on the preview window.
f5=play
shift+f5 = stop
All that's missing is pause, I believe
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
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Re: EDITOR Feature Requests (not bugs!)
Ooh, another idea which might be reasonably straightforward to implement... It would be cool if a containerType=mortar could have a 'recipeCategory' and then each recipe is also then assigned to a category. That way we could have a whet stone to improve a weapon or magic gems which we can combine with swords to make special swords.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: EDITOR Feature Requests (not bugs!)
I touched on this a while ago with height parameters for wall buttons.
I would like to expand my request to height options for all wall placement objects.
I have this crazy idea of making a bookshelf, or a high shelf out of prison benches.
I would like to expand my request to height options for all wall placement objects.
I have this crazy idea of making a bookshelf, or a high shelf out of prison benches.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: EDITOR Feature Requests (not bugs!)
Could we have a hotkey for moving levels up and down in the level order?
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: EDITOR Feature Requests (not bugs!)
In the custom dungeon menu, there should be a button next to the unsubscribe/delete button that is a link to the SteamWorkshop page it was subscribed from.
That way people can more easily got to the page and rate and comment on the dungeon they've played.
-You may have noticed the lack of such things on many dungeons in the Workshop.
While we're on the topic of workshop, publicly viewable dungeons don't appear in a person's workshop space on Steam for anyone but themselves.
That way people can more easily got to the page and rate and comment on the dungeon they've played.
-You may have noticed the lack of such things on many dungeons in the Workshop.
While we're on the topic of workshop, publicly viewable dungeons don't appear in a person's workshop space on Steam for anyone but themselves.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: EDITOR Feature Requests (not bugs!)
Do we know if height parameters for buttons will be added? I think I have some real good ideas for multiple buttons on the same wall and this would help. Is there any way to set positions of things (hopefully eventually buttons) to the right or left of center too? -LarkNeikun wrote:I touched on this a while ago with height parameters for wall buttons.
I would like to expand my request to height options for all wall placement objects.
I have this crazy idea of making a bookshelf, or a high shelf out of prison benches.
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: EDITOR Feature Requests (not bugs!)
Request:
script command to create an auto-save point
script command to create an auto-save point
Re: EDITOR Feature Requests (not bugs!)
I had requested for variable wall placement for buttons, the purpose being so as to create an "elevator/lift" control panel. It's still a work in progress, but right now I've got a simple working "lift" using levers (for moving Up or Down) and buttons to start and stop it, complete with automatic door closing and opening.Lark wrote:Do we know if height parameters for buttons will be added? I think I have some real good ideas for multiple buttons on the same wall and this would help. Is there any way to set positions of things (hopefully eventually buttons) to the right or left of center too? -LarkNeikun wrote:I touched on this a while ago with height parameters for wall buttons.
I would like to expand my request to height options for all wall placement objects.
I have this crazy idea of making a bookshelf, or a high shelf out of prison benches.
The operator selects the lever for direction, then presses the button to "start" the lift. Invisible transporters are used to move the party from floor to floor with a slight delay in between; when the party reaches the desired floor the player must press the button again to stop it before the party gets carried onto the next floor.
Instead of using levers though to determine direction, I'd much prefer to have an array of buttons on the wall to select the destination floor. I also requested for an easy way to determine the party's floor, so as to display it as the party travels on the lift. Work-arounds were suggested, but I haven't tried them, yet.
One related question: for a given wall type there are slight variations, e.g. with or without hooks, etc. Is there a way to fix wall facings to a particular look? As it is, as the "lift" operator gets transported to the next floor sometimes the wall changes. I'd rather have it look all the same, to give the appearance of being inside a "lift" car.