This link worked for me when I tried it today:ChaosLord316 wrote: ↑Sat Oct 19, 2024 2:07 am I think I ask for a couple people when I ask, where and how would one go about getting and installing the LoGII Asset Pack in 2024? I've tried the links here, but they don't seem to work for me. Any help with this would be greatly appreciated. Thank you.
When I click on the "Download Grimrock 2 Asset Pack (250 MB)" link, Firefox tells me "File not downloaded: Possible security risk."ChaosLord316 wrote: ↑Sun Oct 27, 2024 9:00 pm Isaac, the link you posted "works" (this link): https://www.grimrock.net/modding/grimrock-2-asset-pack/
The "Modding and Asset Usage Terms" link and the "Model and Animation File Formats" within that link work, but the "Download Grimrock 2 Asset Pack (250 MB)" doesn't do anything, just like the middle link in Petri's post above. This is all the information I have, and I am at a complete loss. I think it's going to take someone who has more information and experience than I do to solve this riddle.
Thank you for your answer Minmay! I have read your explanation of serialization. To be honest, I read this thread in its entirety, and each time I was surprised by your knowledge on the topic. However, I still sometimes encounter serialization problems during development. And still some moments remain a mystery for me and are found out only by multiple tests.minmay wrote: ↑Sat Dec 07, 2024 10:52 pm The main thing you need to worry about there is serialization. Object definitions aren't saved in save games; the game just runs your init.lua again when a save file for your mod is loaded, and assumes that init.lua will define all the objects in the saved game. So to avoid making saves that instantly crash upon load, you'll need to make sure that any spawned objects already have object definitions for their names (make a bunch of placeholder defineObject() calls in your init.lua with all the names you'll want to use for your dynamically defined objects). If your dynamic definitions also involve things that don't get serialized, such as hooks, you'll need a system for keeping track of all the definitions you've made and make them again whenever the game is loaded.
(Of course, none of this is a concern if your dynamically defined objects never exist during a time when the player can make an input and therefore potentially save; if you're always destroying your objects instantly when you spawn them, you don't have to worry about it.)