Riddler
Arcane
- Joined
- Jan 5, 2009
- Messages
- 2,390
So excited for this. Ima romance a sword, stick the hilt up my ass and slay a dragon with it.
What's up with that gay-ass censoring?
So excited for this. Ima romance a sword, stick the hilt up my ass and slay a dragon with it.
I find this hard but not impossible to fap to.So excited for this. Ima romance a sword, stick the hilt up my ass and slay a dragon with it.
AwesomeButton Just noticed the link in your signature. What's that?
It would be hilarious if it wasn't sword but sheath.
I thought everyone had seen it, you of all people :D :AwesomeButton Just noticed the link in your signature. What's that?
It wouldn't be difficult to write a sleek and handy editor specifically for these files, to make searching through them easier and editing more error-free. I can't promise I'll be doing that though.
I've been working on an editor, and it's in the final stages before a prototype can be released. It allows you to edit objects in the ".gamedatabundle" files, save your changes as separate copies of those objects, and then export them, so they can be copy-pasted into a mod's gamedatabundle file.
The main advantage of the editor is that it fetches game data objects referenced from different gamedatabundle files. So when you are editing an item, you don't have to go through 3 files (items > attacks > status effects) in order to change the duration of something. This saves you time and effort because you don't have to switch between different files, and search manually with ctrl+f in each one.
Secondly, the editor reduces the chance for technical errors and typos, by using input validation on the fields which you are allowed to change.
Thirdly, the editor filters out from view any system fields and/or objects, which are not suitable for modding, letting you concentrate on the stuff that's of interest to a modder.
With enough time for development, and if there is interest, I plan to add a big number of quality of life features. For example it would be useful if the editor tracks the changes you make to objects, and presents you with a changelog, which you can then export and directly put into your mod's description. I plan to add means for donating once the editor's prototype is online.
The editor is web based, but there is no server-side logic or functionality which needs a webserver. Everything you do happens on your own machine, in your browser's memory. No data about your mod or usage of the editor is being recorded on the server. In fact once you open the editor, you can safely switch off your internet connection. Changes are being saved in the web browser's memory, which carries the drawback that on refresh of the browser tab, you will lose all changes which you haven't exported.
The basic workflow is:
1. Load a gamedatabundle file into the editor. If you don't load one yourself, the contents of the vanilla gamedatabundle file will be used for modding.
2. Select a category which you want to make changes to - for example progression tables. Make your changes to the progression table you chose and hit Save. A copy of the object you changed is recorded.
2.1 From a progression table you have access to a list of abilities for the object you chose to edit. Selecting an ability from the list will load the ability's object for editing, without need for you to switch screens or do anything manually. From the ability you may proceed to edit the attack associated with that ability, and from that, proceed to edit the status effects applied by that attack. All this is happening through the UI, you don't see the json code.
3. Go to the tab for exporting changed data. It contains a list of objects which have been changed across all gamedatabundle objects. Review the json code and export it for inclusion in your modded .gamedatabundle file.
So excited for this. Ima romance a sword, stick the hilt up my ass and slay a dragon with it.
What's up with that gay-ass censoring?
Dude, the entire game is just fucking PoE1 re-done.It's just a fucking PoE1 theme re-done.
"Lacking in direction" is what I was thinking when I heard it, yeah. It feels like it rambles about too much in the middleI liked the theme and I'm glad they're making that the main theme for Pillars as a whole.
I do wish this particular one had worked into a bombastic climax, just seems like it would've fit the high seas theme for the game and it just feels like that's what it's going for at the start of the track. The string-heavy part in the middle feels a bit lacking in direction and goes on for too long.
Its a live bitches deadfire early stream before game is released
The most obvious feature the ship stronghold still needs is a plank.nice role playing - can't kill the injured crew member. Forced to heal her.
It is really depressing how boring it have become the game/movie music. Only good orchestral music is from paradox....oh and SpellForce 3.A lot of these kinds of composers only know how to write notes (or punch them in Cubase), as opposed to music and that's why it's meandering and meaningless. The orchestra can alleviate this somewhat by throwing sand in the eyes with a lot of timbres, effects and massive sounding textures, but he doesn't even do that. Even in these kinds of music, Justin sounds boring and creatively bankrupt. Functional music, i.e. the one that is for film/video games/whatever, can be very effective and can employ all kinds of tricks to keep you in suspense, so it's not the genre that is the problem.