LoG Sky System [BETA]
Re: LoG Sky System [BETA]
This script linked to a pressure plate will change the ambiance
function setAmbiance()
skyScript.setAmbiance("day")
end
Replace day with whatever ambiance you have.
LordGarth
function setAmbiance()
skyScript.setAmbiance("day")
end
Replace day with whatever ambiance you have.
LordGarth
Dungeon Master and DOOM will live forever.
Re: LoG Sky System [BETA]
I have gotten the duplicate weather problem too.
Perhaps there is not enough time now and then to when one ambiance is removed and the next is put into place.
LordGarth
Perhaps there is not enough time now and then to when one ambiance is removed and the next is put into place.
LordGarth
Dungeon Master and DOOM will live forever.
Re: LoG Sky System [BETA]
Ha! Glad someone is trying this out... I'd check out the duplicate thing, but my laptop died and I'm waiting for a replacement, and no LoG meanwhile. 
Ah, for the duplicate, I noticed that if you set weatherRadius to 2 or 4 there didn't seem to be duplicate problems. Probably a rounding error of some kind.
Ah, for the duplicate, I noticed that if you set weatherRadius to 2 or 4 there didn't seem to be duplicate problems. Probably a rounding error of some kind.
Re: LoG Sky System [BETA]
All weather radius was 2 and the error does not happen all the time. I have gotten several errors but they were all duplicate error. Either duplicate ambiance or projectile. I think that the previous ambiance or projectile is not fully destroyed before the new one comes up and there is a duplicate.
This error happens randomly when the timing is just right.
LordGarth
This error happens randomly when the timing is just right.
LordGarth
Dungeon Master and DOOM will live forever.
Re: LoG Sky System [BETA]
Duplicate ID problem seemed to be with rainy day only. I changed the cloud frequency to 8 instead of 9 and no problem so far.
LG
LG
Dungeon Master and DOOM will live forever.
Re: LoG Sky System [BETA]
hi!
works now:
but I have two issues:
first when i start previsualization in the editor:
i got some messages "warning! item cell coordinates are 0,0 but its world coordinates indicate that the item is at -11,-11
(12 messages like this one)
then if i try to change the weather by using the spawned scrolls, the editor crashes.
I have exported the dungeon, and test it in real, but there is the same issues: message in console, and crash when using the scroll
here a copy or the error log
any idea to resolve this?
works now:
but I have two issues:
first when i start previsualization in the editor:
i got some messages "warning! item cell coordinates are 0,0 but its world coordinates indicate that the item is at -11,-11
(12 messages like this one)
then if i try to change the weather by using the spawned scrolls, the editor crashes.
I have exported the dungeon, and test it in real, but there is the same issues: message in console, and crash when using the scroll
here a copy or the error log
SpoilerShow
Code: Select all
mod_assets/dx_sky_system/dx_sky_system.lua:549: attempt to index global 'skyScript' (a nil value)
stack traceback:
mod_assets/dx_sky_system/dx_sky_system.lua:549: in function 'onUseItem'
[string "Item.lua"]: in function 'useItem'
[string "CharSheet.lua"]: in function 'slotClicked'
[string "CharSheet.lua"]: in function 'draw'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunkRe: LoG Sky System [BETA]
The warnings are normal and unavoidable (it's because clouds are big particles of a 20x20 tiles size approx, and it complains they are not in 1 square).
Your error is probably due to not having the script in a script entity named skyScript.
Your error is probably due to not having the script in a script entity named skyScript.
Code: Select all
mod_assets/dx_sky_system/dx_sky_system.lua:549: attempt to index global 'skyScript' (a nil value)Re: LoG Sky System [BETA]
true!
thanks!
btw i have test the rainy day or night, is spawns rain particle 2 square aroud my possition, and that all.
no particle outside this position I mean.
and another issue i forgot on my first post:
when i set the ambiance to day or rainy day, it spawns a blue or grey sphere (depend of ambiance), in the start location
i suppose it is the "skySphere = "dx_skysphere_blue"," as writen in the script
here is a screen of the day ambiance

can it be desactived?
thanks!
btw i have test the rainy day or night, is spawns rain particle 2 square aroud my possition, and that all.
no particle outside this position I mean.
and another issue i forgot on my first post:
when i set the ambiance to day or rainy day, it spawns a blue or grey sphere (depend of ambiance), in the start location
i suppose it is the "skySphere = "dx_skysphere_blue"," as writen in the script
here is a screen of the day ambiance

can it be desactived?
Re: LoG Sky System [BETA]
Hi,
The sphere is needed to make the sky background blue, and the rain is indeed spawned only around you (that's what weatherRadius is for) because it would be way too resource-intensive to spawn it all over the place.
Normally, both the sphere and the rain are supposed to move with you, not to stay there. I think you probably miss the hooks on your party object. Normally the skyScript puts these automatically via the LoG framework. Do you have that installed? And if yes, did you manually define any onMove hooks for the party? (using cloneObject) If yes, you would need to move those hooks to be defined dynamically through the framework Look how it's done in skyScript for the syntax.
The sphere is needed to make the sky background blue, and the rain is indeed spawned only around you (that's what weatherRadius is for) because it would be way too resource-intensive to spawn it all over the place.
Normally, both the sphere and the rain are supposed to move with you, not to stay there. I think you probably miss the hooks on your party object. Normally the skyScript puts these automatically via the LoG framework. Do you have that installed? And if yes, did you manually define any onMove hooks for the party? (using cloneObject) If yes, you would need to move those hooks to be defined dynamically through the framework Look how it's done in skyScript for the syntax.
Re: LoG Sky System [BETA]
Hello,
yes the framework is installed but I haven't define a hook, well i dont know how to do that!
do you have some example please?
yes the framework is installed but I haven't define a hook, well i dont know how to do that!
do you have some example please?