Release Candidate 1 (version 1.3.0) is out!
Re: Release Candidate 1 (version 1.3.0) is out!
Caster is an instance of the Champion class. See scripting reference for Champion methods. E.g. caster:getName() returns the name of the champion casting the spell.
Re: Release Candidate 1 (version 1.3.0) is out!
I suppose one could re-create the main dungeon using the modding tools. If that would be OK, copyright wise?petri wrote:Yep, the main dungeon was built long ago, before the dungeon editor era...
Re: Release Candidate 1 (version 1.3.0) is out!
petri wrote:Ahha, finally found a repro for this issue. If you have the asset pack extracted in the Grimrock folder, next to the executable all spells will fail.
@Trap, can you confirm that you have "assets" folder in your Grimrock game folder? To workaround, please place the asset pack somewhere else.
EDIT: this same issue causes potions to disappear when consumed. And probably other strange issues too...
Sorry for the delay.. Yes you nailed it. I moved the Asset folder and was then able to cast spells np.
Re: Release Candidate 1 (version 1.3.0) is out!
Does the editor preserve the [virtual] file-system in the DAT, or does it just lump all of the files into one [virtual] folder in the DAT?petri wrote:Note that the editor doesn't really care where the assets are defined as long as the definitions are in init.lua or one of the files loaded by init.lua. You could even remove all the extra scripts and place all asset defs in init.lua if you wish.
What I mean is... If the assets defined were in various folders that were outside of the asset folder(s), would it grab those too when packing the DAT?
** I ask because I wondered if I could create a common asset folder that had categorized folders within... So that I could copy/paste object and material definitions for custom objects into every new dungeon that design; so that I'm not reinventing the wheel for each project, but can define a 'common_assets/doors/jaw_door.fbx' (and it's material/texture defines), and paste that into any project.
Re: Release Candidate 1 (version 1.3.0) is out!
Export collects all dds, model etc. files from mod_assets folder.
Re: Release Candidate 1 (version 1.3.0) is out!
petri wrote:Export collects all dds, model etc. files from mod_assets folder.
SpoilerShow
Unsupported of course, but does that mean I could use a 'junction' to a common assets folder?
*Rhetorical ... I'll find out soon enough.
*Rhetorical ... I'll find out soon enough.
~Obviously they shouldn't be erased; (like I was thinking when I typed this ).
Is it impossible/impractical to swap or erase the editor icons of destroyed objects for the duration of the preview?
** Or... what about an editor version of the destroy() function that prints ("Object Id:"..id.." destroyed")?
This wouldn't occur in the retail game.
This is just a thought; not a serious request... unless it's terribly easy.
Re: Release Candidate 1 (version 1.3.0) is out!
What's stopping you from defining your own destroy function that does the debug print?
Re: Release Candidate 1 (version 1.3.0) is out!
Inexperience.petri wrote:What's stopping you from defining your own destroy function that does the debug print?
(I first started with Lua last week. )
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There is a bug (that just stung me a few minutes ago ~again) that causes an immediate crash if the editor tries to place a custom object that calls for a model ~that isn't there.
It's human error with the Object.lua, but that error causes instant data loss if you haven't saved your work; (or does it? Does the editor save with each preview?).
(It's especially excruciating when you know about the bug and make a typo in the name ~and get kicked out of the program. )
Edit:
I'm not certain if it causes data loss; not if the editor saves in realtime, as you type.