Tentative changelist for 2.1.19
Re: Tentative changelist for 2.1.19
I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Re: Tentative changelist for 2.1.19
I'll second that!JKos wrote:Anyway, thank you again, you guys are the best game devs ever.
Very likely, I know; but I'm 'treading water' until I can buy a good replacement card that works well with the [Blender] Cycles renderer.Dr.Disaster wrote:You can try changing the driver but from my experience it's far more likely that your Video RAM or it's soldering is giving up.Isaac wrote:It's a shame that I cannot run the game [or any 3D game*] to have checked before posting an assumption.
SpoilerShow* "Pink screen of death"
It's an Nvidia driver issue. I think I am going to have to revert to an earlier driver version.
Re: Tentative changelist for 2.1.19
Why would u use a ladder if u set it invisible, don't wanto to use nor to appear on automap?Drakkan wrote:I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Re: Tentative changelist for 2.1.19
Perhaps not for a grappling hook; or a hidden ascent.Granamir wrote:Why would u use a ladder if u set it invisible, don't wanto to use nor to appear on automap?Drakkan wrote:I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Re: Tentative changelist for 2.1.19
well I do not want the ladder to be acessible in the begining, so just wanted enable it later. Seems instead I will have to spawn it later on...Isaac wrote:Perhaps not for a grappling hook; or a hidden ascent.Granamir wrote:Why would u use a ladder if u set it invisible, don't wanto to use nor to appear on automap?Drakkan wrote:I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Re: Tentative changelist for 2.1.19
Now that u mention this i remmeber that something similar happens with forest exit (and/or forest underwater exit, some monts from since i found this), is impossible to disable the exit component.Drakkan wrote: well I do not want the ladder to be acessible in the begining, so just wanted enable it later. Seems instead I will have to spawn it later on...
Re: Tentative changelist for 2.1.19
If you want it to be invisible on map, you can probably define your own ladder object and set automapIcon to something that is not visible on that location.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: Tentative changelist for 2.1.19
Since u need code to make it accessible (and as jkos told, probably, u need to define your own ladder without automap icon) i guess is shorter to spawn it when u need.Drakkan wrote: well I do not want the ladder to be acessible in the begining, so just wanted enable it later. Seems instead I will have to spawn it later on...
- JohnWordsworth
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Re: Tentative changelist for 2.1.19
Just read the portrait changes - that's super awesome Petri
. Will make adding support for character portraits to my GUI system a breeze, and I really love the fact that you will be able to switch out a champion's portrait to allow for polymorphs etc!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Tentative changelist for 2.1.19
I don't know if I mentioned this previously (apologies if I did), but one thing I think would really help all of us modding is if the error log could include a path when you get the dreaded "attempt to concatenate field 'id' (a nil value)" crash upon saving. Just adding "attempt to concatenate field 'id' in object 'myObject' (a nil value)" would be great. Even better would be "attempt to concatenate field 'id' in object 'entity.script.outerObject.innerObject' (a nil value)".
This would literally have saved me hours of debugging on my GUI toolkit (it's happened only twice now, but when you've got a thousand lines of script - finding just where the bug is can be a nightmare!).
Another option would be to have a "test save" button in the editor. I've contemplated trying to write one, but without debug.getlocal I don't think it's possible.
This would literally have saved me hours of debugging on my GUI toolkit (it's happened only twice now, but when you've got a thousand lines of script - finding just where the bug is can be a nightmare!).
Another option would be to have a "test save" button in the editor. I've contemplated trying to write one, but without debug.getlocal I don't think it's possible.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.