(WIP) Curious Conundrum / CFD 2012 submission
Re: (WIP) Curious Conundrum / CFD 2012 submission
Whatever crash/fail you're having with the teleporters, I can't repeat it. What path did you take? Perhaps I named a pad wrong.
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
Re: (WIP) Curious Conundrum / CFD 2012 submission
I thought maybe I needed to add a line to my init.lua to import the ending.lua. New fail. Can't load it in the editor now.msyblade wrote:Redweaver, you may have made a txt file, and called it .lua. Instead, copy a .lua file there, erase it and rename it.
mod_assets/cinematics/ending.lua:1: attempt to call global "enableUserInput" (a nil value)
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
Re: (WIP) Curious Conundrum / CFD 2012 submission
I've made fresh .txt files and renamed them .lua without any issue, but some systems are set up to automatically add on top of that .txt again, so you end up with myfile.lua.txt which won't work. So that's all you need to watch for, be sure you can see the extensions of your files so YOU are in control, not Windows.
Finished Dungeons - complete mods to play
Re: (WIP) Curious Conundrum / CFD 2012 submission
It says it's a LUA file, not a text document. Le sigh. 
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
Re: (WIP) Curious Conundrum / CFD 2012 submission
I noticed you've uploaded the editor files to nexus as well as the dat... but it's the version pre-cinematics. If you put the current version up I could maybe take a look at the cinematics for you.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: (WIP) Curious Conundrum / CFD 2012 submission
I downloaded the editor files to double check, and the mod_assets/cinematics/ending.lua is in there. Is it in the wrong folder?Grimwold wrote:I noticed you've uploaded the editor files to nexus as well as the dat... but it's the version pre-cinematics. If you put the current version up I could maybe take a look at the cinematics for you.
I did put up the code a couple of posts ago, as well.
Code: Select all
enableUserInput()
-- startMusic("mod_assets/sounds/intro.ogg")
showImage("assets/textures/cinematic/intro/page02.tga")
fadeIn(2)
-- show the title text
sleep(1)
setFont("IntroTitle")
showText("The End", 3)
sleep(2)
fadeOutText(1)
-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
You escaped!
...so why are the hairs on the back of your neck standing up?
]])
click()
fadeOutText (0.5)
sleep (1)
setFont("Intro")
textWriter([[
"A Curious Conundrum" Credits:
Designed, written, and created by Redweaver
Playtesters/Creative input:
Grimwold for all his scripting help.
msyblade for banging ideas together with me and reminding me to give credit where credit's due.
Komag for reminding me to RTFM while I was scripting.
Ancylus for some truely amazing early feedback.
The ability to put a project like this together:
The entire, awesome community on the grimrock.net forum.
And YOU!
Thanks so much for playing!!
]])
click()
fadeOutText(0.5)
fadeOut(4)
fadeOutMusic(3)
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
Re: (WIP) Curious Conundrum / CFD 2012 submission
it's there now.. I must have downloaded an earlier version the other day.
It's this line in script_entity_6
which should be
also.. while you hear the sounds, you don't get chance to read the hudPrint before the cinematics kick in.
It's this line in script_entity_6
Code: Select all
completeGame ("/mod_assets/cinematics/ending.lua")Code: Select all
completeGame ("mod_assets/cinematics/ending.lua")also.. while you hear the sounds, you don't get chance to read the hudPrint before the cinematics kick in.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: (WIP) Curious Conundrum / CFD 2012 submission
short answer - Yes.Redweaver wrote:Oh, and how do I get a couple of pressure plates to reset after rocks have been tossed on them? Am i gonna have to get crazy with invisible telelporters or destroy the rocks or something?
If a plate is triggered by items, there is no way to stop it being active while items are on it except by removing the items.
You could do Plate:setTriggeredByItem(false) which would stop a plate being triggered by items altogether, but if you needed it to be actiavted by items again in the future you'd still have to remove the rocks.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: (WIP) Curious Conundrum / CFD 2012 submission
Results from playing the new version:
SpoilerShow
Violet area - the pits now have rooms below, but the teleporters send me into solid wall.
The crash at pillar hall seems to happen at any misstep. I downloaded the source and tried there: no crash when running from the editor, no crash even when I export the level and run it. Whatever the problem is, it's only in the exported version you're sharing.
All the fireballs make the game a bit sluggish. They still affect the game even once I'm out of the violet area. It would be best to stop the shooting once the player is past.
The spider fight is nicely challenging.
Green area - skeletons seem to appear slower now, killed the first before second came out.
Got past the gate corridor by observing the levers' effects.
Figured out the final puzzle after a bit of trial and error.
The crash at pillar hall seems to happen at any misstep. I downloaded the source and tried there: no crash when running from the editor, no crash even when I export the level and run it. Whatever the problem is, it's only in the exported version you're sharing.
All the fireballs make the game a bit sluggish. They still affect the game even once I'm out of the violet area. It would be best to stop the shooting once the player is past.
The spider fight is nicely challenging.
Green area - skeletons seem to appear slower now, killed the first before second came out.
Got past the gate corridor by observing the levers' effects.
Figured out the final puzzle after a bit of trial and error.
Setting the door timer to activate teleporters on the plates is probably the simplest solution.Oh, and how do I get a couple of pressure plates to reset after rocks have been tossed on them? Am i gonna have to get crazy with invisible teleporters or destroy the rocks or something?
Re: (WIP) Curious Conundrum / CFD 2012 submission
Fixed all these issues. New versions coming up shortly. The teleporter room crash you're experiencing, I can't duplicate. It works fine for me, both in the editor and in the exported version. Thank you for your help, your feedback is very, very good.Ancylus wrote:Results from playing the new version:SpoilerShowViolet area - the pits now have rooms below, but the teleporters send me into solid wall.
The crash at pillar hall seems to happen at any misstep. I downloaded the source and tried there: no crash when running from the editor, no crash even when I export the level and run it. Whatever the problem is, it's only in the exported version you're sharing.
All the fireballs make the game a bit sluggish. They still affect the game even once I'm out of the violet area. It would be best to stop the shooting once the player is past.
The spider fight is nicely challenging.
Green area - skeletons seem to appear slower now, killed the first before second came out.
Got past the gate corridor by observing the levers' effects.
Figured out the final puzzle after a bit of trial and error.Setting the door timer to activate teleporters on the plates is probably the simplest solution.Oh, and how do I get a couple of pressure plates to reset after rocks have been tossed on them? Am i gonna have to get crazy with invisible teleporters or destroy the rocks or something?
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop
Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
