(WIP) Curious Conundrum / CFD 2012 submission

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Redweaver
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Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

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
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Redweaver
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Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

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.
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.

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
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Komag
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Komag »

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
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Redweaver
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

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
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Grimwold
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Location: A Dungeon somewhere in the UK

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Grimwold »

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.
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Redweaver
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

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 downloaded the editor files to double check, and the mod_assets/cinematics/ending.lua is in there. Is it in the wrong folder?

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)

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?
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
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Grimwold
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Location: A Dungeon somewhere in the UK

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Grimwold »

it's there now.. I must have downloaded an earlier version the other day.


It's this line in script_entity_6

Code: Select all

completeGame ("/mod_assets/cinematics/ending.lua")
which should be

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.
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Grimwold
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Grimwold »

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?
short answer - Yes.

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.
Ancylus
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Ancylus »

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.
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?
Setting the door timer to activate teleporters on the plates is probably the simplest solution.
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Redweaver
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

Ancylus wrote: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.
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?
Setting the door timer to activate teleporters on the plates is probably the simplest solution.
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.
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
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