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2 quick questions
Posted: Thu Nov 08, 2012 8:25 am
by J. Trudel
First is about the defineObject() vs the cloneObject() script. Should I use both or is cloneObject() preferable ?
Second is where are the original Grimrock dungeon intro artworks in the assets pack, I want to show the one with Legend of Grimrock (on a black background) at the end of my intro but can't find the reference. Also I would apreciate to know where I can find thoses images. Resolution and format would help, I want to retain the original feel for my dungeon.
Edit : The scripts from the original intro and ending would be an awesome addition to the asset pack.
Re: 2 quick questions
Posted: Thu Nov 08, 2012 8:44 am
by msyblade
showImage("assets/textures/cinematic/intro/page03.tga")
Change the page03.tga to whatever you like. Stock LoG screens are simply page01.tga, page02.tga
I use defineObject usually, whether I'm making a new object/item, or replacing one with new definitions. I Have some cloneObjects in my script that I've gotten from some of the creative ppl around here and have never noticed a difference.
Re: 2 quick questions
Posted: Thu Nov 08, 2012 8:51 am
by J. Trudel
msyblade wrote:showImage("assets/textures/cinematic/intro/page03.tga")
Change the page03.tga to whatever you like. Stock LoG screens are simply page01.tga, page02.tga
I use defineObject usually, whether I'm making a new object/item, or replacing one with new definitions. I Have some cloneObjects in my script that I've gotten from some of the creative ppl around here and have never noticed a difference.
The only problem is that page01 to page04 are the story images, I'll do original artwork for thoses, but I can't find the last one written Legend of Grimrock on a black screen.
Re: 2 quick questions
Posted: Thu Nov 08, 2012 8:54 am
by msyblade
I have it, I will update this post with it shortly.
http://grimrock.nexusmods.com/mods/56
You can go DL a LOG wallpaper pack at my Hotel Hades page on the Nexus now, Look at them and see if you like any.
Re: 2 quick questions
Posted: Thu Nov 08, 2012 9:08 am
by J. Trudel
msyblade wrote:I have it, I will update this post with it shortly.
http://grimrock.nexusmods.com/mods/56
You can go DL a LOG wallpaper pack at my Hotel Hades page on the Nexus now, Look at them and see if you like any.
Many thanks, BTW I plan to try Hotel Hades as soon as I'm done with my dungeon. It's a lot of work, but it should be finished one day

Re: 2 quick questions
Posted: Thu Nov 08, 2012 9:20 am
by msyblade
Best of luck with yours, What is it going to be called? And as far as being finished, I just posted the 6th release since I "finished"

ppl playing it means lots of comments and once they point something out or find a bug, I just cant STAND knowing it's there, so I haveta make a puzzle more clear, or perhaps fix a bug here and there. Not sure I'll EVER "Finish"!
Re: 2 quick questions
Posted: Thu Nov 08, 2012 1:35 pm
by Neikun
In my custom mods, I use defineObject{ to encourage people to edit the details more specific for their own mod.
However if you're working entirely on a personal project, you can save a lot of lines of scripting with cloneObject()
Re: 2 quick questions
Posted: Thu Nov 08, 2012 4:28 pm
by msyblade
So, if I'm following correctly neikun, cloneObject will include all properties of the original item, even if you haven't specifically defined them, whereas defineObject is ONLY the properties defined in the script? Makes total sense
Re: 2 quick questions
Posted: Thu Nov 08, 2012 4:32 pm
by J. Trudel
msyblade wrote:Best of luck with yours, What is it going to be called? And as far as being finished, I just posted the 6th release since I "finished"

ppl playing it means lots of comments and once they point something out or find a bug, I just cant STAND knowing it's there, so I haveta make a puzzle more clear, or perhaps fix a bug here and there. Not sure I'll EVER "Finish"!
I heard something once, a work is never finished, only released. So when I release my dungeon, it will be called Escape from Fort Orendall. Or just Orendall to keep it simple. I want to keep the original Grimrock feel with a few twist. I plan at least theses features : You can choose the fate of your companions, cooperate to escape or try your luck alone and let them die. (Already implemented) Dual wield. (Implemented with a new class of weapons) Story (there will be a small in game story-line) The dungeon will be built for starting characters, however I plan a few unexpected challenge for a a high level party.
Re: 2 quick questions
Posted: Thu Nov 08, 2012 4:55 pm
by msyblade
Sounds like a fun concept! For the new party/strong party, I put in powerful monsters that a new party has no chance of battling, and built traps throughout that the party can use against the baddies and get an exp award (or Secret if theyre really devious), A veteran party then has the option of fighting the overpowered monsters and taking the bigger lump of exp. This way both types of players can enjoy it!