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Re: LOG 2 announcement
Posted: Thu Feb 28, 2013 2:55 pm
by RMariano
antti wrote:- - - - snip - - - -
I can promise that all the changes we will do to the game that potentially might break compatibility (level format, object and asset definitions, scripting and so on) will be for a good cause.
But yeah, rest assured: we won't forget about modders and I'm sure that modding Grimrock 2 will be even more awesome!
A thought or two about a utility to convert existing mods (especially the good ones) to LoG2 compatibility.
LoG has indeed engendered an entirely new and vibrantly alive community of enthusiastic followers of the
Classic Dungeon Crawler.
Mention "Grimrock" nowadays among gamers, recognition is instantaneous! -
A true mark of success.
Re: LOG 2 announcement
Posted: Thu Feb 28, 2013 3:31 pm
by antti
RMariano wrote:A thought or two about a utility to convert existing mods (especially the good ones) to LoG2 compatibility.
I think it's quite certain that there won't be an official mod conversion utility. That being said, the levels and object definitions and such will all still be text based so it's possible that people can do a utility themselves that handles at least
some of the mod conversion work automatically (using some regular expression magic perhaps?).
To sum it up, the odds are that mod conversion will require at least some manual editing of lua files and a good knowledge of scripting and how the files differ between Grimrock 1 and 2. Simple mods will be simpler to convert than advanced ones.
Naturally, this is all based on speculation at this point and the actual results may vary so don't sue me if the actual situation ends up better or worse than I lead you to believe.
Re: LOG 2 announcement
Posted: Thu Feb 28, 2013 3:43 pm
by Asteroth
antti wrote:RMariano wrote:A thought or two about a utility to convert existing mods (especially the good ones) to LoG2 compatibility.
I think it's quite certain that there won't be an official mod conversion utility. That being said, the levels and object definitions and such will all still be text based so it's possible that people can do a utility themselves that handles at least
some of the mod conversion work automatically (using some regular expression magic perhaps?).
To sum it up, the odds are that mod conversion will require at least some manual editing of lua files and a good knowledge of scripting and how the files differ between Grimrock 1 and 2. Simple mods will be simpler to convert than advanced ones.
Naturally, this is all based on speculation at this point and the actual results may vary so don't sue me if the actual situation ends up better or worse than I lead you to believe.
"Good knowledge of scripting". *sigh* There goes me...
Edit: Just for converting of course.
Re: LOG 2 announcement
Posted: Thu Feb 28, 2013 6:53 pm
by akroma222
^^Haha Asteroth... me too... so much to learn, so little time
Antti - So great that you guys at AH are considering us when plotting your sequel... I agree with many of the aforementioned points -
There are many things that we simply can not do without you guys - new races, skills etc.... and there is so much room to expand - expanding from such an unbelievably timely great game... easily this post could turn into a wish list but many others have done a fine job on outlining such things... and of course, I trust LoG2 will blow us all away either way
The editor has taken me from someone who needed my brother's help to simply install a game - to a modder - learning scripting/coding/texturing etc.... so I thank you sincerely (my engineering/computer science mates can't believe their eyes lol)
Thanks again AH!!!
Akroma
Re: LOG 2 announcement
Posted: Mon Mar 04, 2013 6:12 am
by Daght
Grimfan wrote:Neikun wrote:Lets not forget that when modding, original assets don't count toward your file size! So plenty of wallsets with interchangeability in mind would be fantastic.
If I remember correctly they said there was a strong possibility that all the new wall-sets would be interchangeable. Also, from the looks of things we're going to be getting a cave set and an Egyptian-themed set. OH MY!
And nice suggestions thomson!
Maybe the setting will be in the Xafi Desert...
To Almost Human:
PLEASE, please DO NOT implement the basic lore-based races such as elves, dwarves, gnomes and so on (the DnD like races)... this game is awesome 'cause it has some strange and uncommon race! (the insectoids remind me the thri-kreen of Athas in the ADnD setting of Dark Sun, I love'em all!)
PS: i love the rat-like people (skaven mode on, i love rats adn spiders!)
Re: LOG 2 announcement
Posted: Mon Mar 04, 2013 7:56 am
by Ixnatifual
Based on LoG1, it looks like they deliberately avoided classic D&D/Tolkienesque fantasy races and monsters.
Re: LOG 2 announcement
Posted: Mon Mar 04, 2013 8:37 am
by Daght
Ixnatifual wrote:Based on LoG1, it looks like they deliberately avoided classic D&D/Tolkienesque fantasy races and monsters.
I WISH IT!
PS: i'm working on a dungeon using your tables/charis/bookshelves
Re: LOG 2 announcement
Posted: Mon Mar 04, 2013 9:16 am
by Ixnatifual
I haven't made any chairs and bookshelves. You're probably referring to Phitt's work (I use his assets in my own dungeon). I made a lot of custom tome definitions, though.
Re: LOG 2 announcement
Posted: Mon Mar 04, 2013 11:55 am
by Daght
Ixnatifual wrote:I haven't made any chairs and bookshelves. You're probably referring to Phitt's work (I use his assets in my own dungeon). I made a lot of custom tome definitions, though.
Sorry for the gaff