[ORRR3] Let's Pick a Theme!

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!

Which Theme(s) do you like best? (See Descriptions Below)

Poll ended at Fri Mar 06, 2015 1:24 am

1. Uncover mysteries in an abandoned town in the eerie land of mists.
29
64%
2. Magically branded and imprisoned underground, it's time to break free!
2
4%
3. Defeat the darkness welling in the abandoned tower of magic portals.
8
18%
4. Nightmares have led you to the Xafi desert to defeat a growing evil.
6
13%
5. Something Else
0
No votes
 
Total votes: 45

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JohnWordsworth
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Re: [ORRR3] Let's Pick a Theme!

Post by JohnWordsworth »

Well, the votes are in and the consensus is pretty clear. I intend to get started on some further details, such as some character classes and a basic map outline (sans fine detail) this weekend. This will all build up to posting a map online and a sign-up page. :)

Re: HD/SD assets. I will give this some thought. You propose a very neat system minmay, but I have 2 concerns. (1) I'm worried about storing information in the global objects. It's possible this behaviour may change post-release and then we have a broken mod out there. (2) I really do want to keep this as simple as possible for people who have never modded before - meaning they can poke around the folders and not get confused.

However, I do think it would be cool to have an HD version if it doesn't hamper in any way the people who don't want to use it. As such, I'm also considering a system where we simply have the following...

ORRR3 Folder
|-- Docs
|-- Dungeon
|--|-- mod_assets
|-- hd_assets
|-- make_hd_dungeon.py

For the regular designer, you can just ignore the hd_assets folder and crack on with your mod in the dungeon folder. Advanced developers though can put assets in the hd_assets folder. Then, running the Python script will just copy the Dungeon folder to "HD Dungeon" and then copy in the assets from the hd_assets folder over the mod_assets folder (ie. any files in hd_assets will overwrite the mod_asset version, but if there is no other file - then nothing happens).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: [ORRR3] Let's Pick a Theme!

Post by minmay »

JohnWordsworth wrote:(1) I'm worried about storing information in the global objects. It's possible this behaviour may change post-release and then we have a broken mod out there.
Yeah, it's simple enough to just have the script handle this instead. On the other hand, the global table approach is a bit simpler for modders to use, and it's utterly trivial to write a script that automatically replaces the global table behaviour with the original behaviour I described, so it wouldn't really be dangerous to use it during development.
JohnWordsworth wrote:(2) I really do want to keep this as simple as possible for people who have never modded before - meaning they can poke around the folders and not get confused.
JohnWordsworth wrote:However, I do think it would be cool to have an HD version if it doesn't hamper in any way the people who don't want to use it. As such, I'm also considering a system where we simply have the following...

ORRR3 Folder
|-- Docs
|-- Dungeon
|--|-- mod_assets
|-- hd_assets
|-- make_hd_dungeon.py

For the regular designer, you can just ignore the hd_assets folder and crack on with your mod in the dungeon folder. Advanced developers though can put assets in the hd_assets folder. Then, running the Python script will just copy the Dungeon folder to "HD Dungeon" and then copy in the assets from the hd_assets folder over the mod_assets folder (ie. any files in hd_assets will overwrite the mod_asset version, but if there is no other file - then nothing happens).
I guess I didn't explain my design well enough. In the system I proposed, regular designers can just ignore the HD behaviour and crack on with their mod in the dungeon folder: the script does absolutely nothing to your files unless they have .HD versions. It's exactly the same as the one you propose here except the HD assets are stored in a slightly different way: different filename instead of different directory. I find the former slightly more convenient but I wouldn't really mind doing the latter, so I'll let other people decide on that.
Grimrock 1 dungeon
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Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [ORRR3] Let's Pick a Theme!

Post by Lmaoboat »

Incidentally I was already working on cliffside sort of area with eerie mists.
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JohnWordsworth
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Re: [ORRR3] Let's Pick a Theme!

Post by JohnWordsworth »

Just incase you mostly populate this forum and not the modding one...

Sign-up is now open. If you are a modder, or even if you have just thought about modding but didn't know where to start - then come along and grab a room! ORRR3 Signup Thread
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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marten_1992
Posts: 146
Joined: Thu Nov 29, 2012 12:49 pm
Location: Germany

Re: [ORRR3] Let's Pick a Theme!

Post by marten_1992 »

abandoned town and land of mists
definitely, that sounds great !
bregdan anweald gafeluec ...
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