[LOG 1] editor question . Wait or leave
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[LOG 1] editor question . Wait or leave
I man,
in log 1 editor there was the possibility to know how an object is build/defined or moders have to discovery by themself like we do now in the blind without an editor manual for log 2 editor?
I ask you that just to know if for me it's time to stop learning the log2 editor.
in log 1 editor there was the possibility to know how an object is build/defined or moders have to discovery by themself like we do now in the blind without an editor manual for log 2 editor?
I ask you that just to know if for me it's time to stop learning the log2 editor.
Re: [LOG 1] editor question . Wait or leave
we are waiting for manuals to be released in Log1 there was also some "waiting" period as AH is putting together the documentation. But many people around just studying before, so they will be well prepared :d
Re: [LOG 1] editor question . Wait or leave
After reconstructing your comment, and what I believe was a question, I got "Hey, let's all stop using the editor until we know more about it."
Correct?
Correct?
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Re: [LOG 1] editor question . Wait or leave
Sorry man , i know that my english sucks
I just want to know if after editor manual will be released , we can find the game object attributes and methods.... I don't like guessing the method and attribute of an entity.
For example now in my dungeon at the begining of the game i have put a wizard monster , and i want him to do staff like walk, turn, close doors ecc... For now i can only turn him and let him disapears... That after a lot of guessing method and a lot of time....
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Re: [LOG 1] editor question . Wait or leave
If you have a project in mind, I think my advice for now would be to start building the layout / structures of your world (the maps and dungeons etc) and worry about putting custom items and boss battles in when the documentation is released. It's definitely coming, as Antti has recently stated, but it's easy to understand that the game itself (and possibly a few days of rest, given the developers have probably been in crunch mode for weeks) comes first!
With that said I am also very eager to see the scripting reference :p.
With that said I am also very eager to see the scripting reference :p.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [LOG 1] editor question . Wait or leave
We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
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Re: [LOG 1] editor question . Wait or leave
Yes, we will. Download the assets_pack zip file when it's available. Really, most of it will be the same as the LoG1 assets pack but the structure is what's new [or so the voices in my head tell me]. What I want to know is the full list of events that can be hooked into the objects and what specific events can be applied per object.
I do about 50 times per hour. ~laughs~antti wrote:We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
- JohnWordsworth
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Re: [LOG 1] editor question . Wait or leave
There's this thing that you guys at Almost Human must try sometime. The rest of us call it sleep! :pantti wrote:We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
Seriously - you guys rock!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Re: [LOG 1] editor question . Wait or leave
Take your time, there is a thing call : relax , and i think you need it after what you have done!antti wrote:We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
That is what i need to know , thanks dude !!!NutJob wrote:Yes, we will. Download the assets_pack zip file when it's available. Really, most of it will be the same as the LoG1 assets pack but the structure is what's new [or so the voices in my head tell me]. What I want to know is the full list of events that can be hooked into the objects and what specific events can be applied per object.
I do about 50 times per hour. ~laughs~antti wrote:We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
Thanks for the advice!JohnWordsworth wrote:If you have a project in mind, I think my advice for now would be to start building the layout / structures of your world (the maps and dungeons etc) and worry about putting custom items and boss battles in when the documentation is released. It's definitely coming, as Antti has recently stated, but it's easy to understand that the game itself (and possibly a few days of rest, given the developers have probably been in crunch mode for weeks) comes first!
With that said I am also very eager to see the scripting reference :p.
Re: [LOG 1] editor question . Wait or leave
Yeah, they aren't human! Well.. almostThere's this thing that you guys at Almost Human must try sometime. The rest of us call it sleep! :p
Seriously: thanks for all the time you're dedicating to this.
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The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
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The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org