EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
davehca
Posts: 21
Joined: Sat Sep 15, 2012 6:09 pm

Re: EDITOR Feature Requests (not bugs!)

Post by davehca »

Komag wrote:OOPS! I was deleting and fixing the triple quote quote quote thing and mixed up the names, I meant davehca!
Looks like I was "mix" quoted. ;)
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Batty »

Could there be a way to deactivate a looping sound you play?

Once you play a looped sound, it persists forever even through saves, there's no way to turn it off.

I even tried attaching the sound to an object. I defined a blockage that played a looped sound when you hit it, I hit it thus activating the sound and then did blockage:destroy() but the sound kept going foreverrrrrr.
BlackHell
Posts: 27
Joined: Sat Mar 10, 2012 6:54 pm

Re: EDITOR Feature Requests (not bugs!)

Post by BlackHell »

Maybe sometime we will have more categories. So that dumb people like me can better see which armour is only for legs etc.
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Isaac »

This one might be a hassle...
(but very cool, and greatly appreciated by all I'd think. 8-) )

Request:
Editor is made aware of connection changes to objects; and that changing the ID of an object with connections to it, would update all of the connected objects (like 12 pressure plates for instance) to point to the [now] renamed object ID. This allows the connections to be retained, where currently... changing an object's ID breaks all connections to it.


Request:
That a selection of Identical objects [say... 10 levers ~selected/highlighted~ for instance], would present a common settings panel in the inspector, and that setting an option (like choosing 'open', 'close' or 'toggle'), would set that option for all them in the selection.
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Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Re: EDITOR Feature Requests (not bugs!)

Post by Trap »

Save As would be really nice. ;)
vorebane
Posts: 41
Joined: Wed Oct 03, 2012 4:31 am

Re: EDITOR Feature Requests (not bugs!)

Post by vorebane »

To set barrel crate and box entities as destroyed instead of doing it myself through tricky scripting. And I'd like to add a vote for furniture.
Skyrant
Posts: 3
Joined: Tue Apr 10, 2012 8:37 pm

Default Project Location

Post by Skyrant »

Change Default save location for Projects from C:\Users\[USERNAME]\Documents\Almost Human\Legend of Grimrock\Dungeons". In fact, let us change this for the savegames too.

I use a SSD and i don't have the room on it for multiple mods and assets. Let us define the default save/load location in the preferences.

Cheers | Skyrant
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Isaac »

Request: A Recent Projects List in the File Menu.

Request: Monster:setWaypoint(x, y, [depth])

Cause the monster to travel to the specified (X,Y) location ~within reason.
Image
This would be for when the monster is in view of the player; (and when instant spawning isn't what's wanted).
[Depth] could perhaps be a threshold/ or limit of some kind?
* A sanity check to prevent something like this:
SpoilerShow
Image
Request: I will not be the one to ask for monster:setAIState('Ally'). Image
... But what about monster:setAIState('neutral')?
It might be useful to those that want a few loitering monsters; (like dwarves for instance; entities that go hostile only when attacked).
Ixnatifual

Re: EDITOR Feature Requests (not bugs!)

Post by Ixnatifual »

Isaac wrote:Request: Monster:setWaypoint(x, y, [depth])

Cause the monster to travel to the specified (X,Y) location ~within reason.
This would be really cool. Possibly also with a parameter that determines what the monster should do if it sees the player along the way. Either it could ignore him and continue to move to its destination, or revert to normal AI mode where it attempts to engage the player.
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: EDITOR Feature Requests (not bugs!)

Post by petri »

I would have wanted to add support for custom 2D graphics such as dialogs but unfortunately I ran out of time... Well, maybe someday :)
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