[WIP][Mod] Xialian City

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [WIP][Mod] Xialian City

Post by bongobeat »

mac os x 10.8
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [WIP][Mod] Xialian City

Post by Eleven Warrior »

Sorry Bongo i thought i said Windows Version..

Hi Doc how are you.. Yep i will go through the Wav sounds tommorow, i am pretty sure they are the format you said as i used the Tutorail from this site..(Grimrock Wiki). I think it was made by John..

And to be honest if the Wav Files were not compatiable would'nt my System crash to when playing it (Not in the Editor but the Exported Version)??

Is my Mod not compatable with Mac Os?? Because i made it using Windows 7 64 bit Operating system..

My Son and I have no issues running the Mod.. Not sure what is going on... I even set up some Pressure plates and timers to play each sound at 4 second intervals and nothing went wrong..

EDIT:: Hey Doc.. Bongo said the Sounds will forever play on my PC because i made the mod on my PC, but if that is the case it would Crash on my Son's PC would it not??
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [WIP][Mod] Xialian City

Post by Dr.Disaster »

Eleven Warrior wrote:And to be honest if the Wav Files were not compatiable would'nt my System crash to when playing it (Not in the Editor but the Exported Version)??
Not necessarily. Windows uses DirectX to play sound and that's kinda forgiving in regard of sound formats. Now OSX and Linux do not have DirectX so the used sounds have to fit into their equivalent Open GL system which sees things more strict as the error message from bongobeat suggests. More precise info on this matter can prolly only be gathered from AH themselfs.

Anyway: the modding reference clearly states how all WAV files to be used inside LoG 1 must be set up and that format is 16 bit 44.1 khz mono sound. So it's best to make sure your WAV files match these specs.
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [WIP][Mod] Xialian City

Post by Eleven Warrior »

Hi mate.

Yep converted all sounds to:

Wave Exported As:
Mono 44100 hz
WAV(Micrsoft)signed 16 bit PCM
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [WIP][Mod] Xialian City

Post by Eleven Warrior »

Hi all..


PS: I am trying to create this Dm_chest to play a Sound when the party Inserts a item into it. Below is the Object and Sound definitions.. And the Below is not working, where did I go WRONG?? Sound file is in the right folder and wav format is no problem..

1 - I had to put this in my (init.lua) file to get this Item to work.. (NOT related to the CHEST though)....

onPickUpItem = function(champion, item)
if ( item.name == "book_undead_v2" )then playSound("mine_horror07") end

2 - Do I have to put this bit in my (init.lua) file first??

onInsertItem = function(self, item)
if (item.name == "chest_snd1")then playSound("dmchest_open1")
return true -- I don't think this is Required --
end


--- Object ---

defineObject{
name = "chest_snd1",
class = "Item",
uiName = "Old Wooden Chest",
model = "mod_assets/dmcsb_pack/models/items/dm_chest.fbx",
gfxAtlas = "mod_assets/dmcsb_pack/textures/gui/dm_icoatlas.tga",
gfxIndex = 7,
weight = 1,
container = true,
containerType = "chest",
capacity = 10,
onInsertItem = function(self, item)
playSound("dmchest_open1")
return true
end,
}

--- Sound File ---

defineSound{
name = "dmchest_open",
filename = "mod_assets/sounds/dmchest_open1.wav",
loop = false,
volume = 3,
minDistance = 1,
maxDistance = 10,
}
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [WIP][Mod] Xialian City

Post by bongobeat »

you should rename your sound file id by "dmchest_open1" instead of "dmchest_open" as you named it in the object definition.
or the sound can't be found
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [WIP][Mod] Xialian City

Post by Eleven Warrior »

Thxs bongobeat .. Will try what you said ..

EDIT: Did that and still not working so I tried it another way in my (init) Script, still no go LOL...
Last edited by Eleven Warrior on Thu Oct 10, 2013 8:18 am, edited 1 time in total.
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [WIP][Mod] Xialian City

Post by Eleven Warrior »

Hi all ...I put the following (highlighted) code in my init Script and its not working.. The editor still loads my Mod but when I pick up the Chest and put a item in it, it does not play the Sound....What's wrong with it??

* The Sound works I tried it in the Editor NP

Don't worry about the search Script I have just not used it ATM.. It works NP..

import "mod_assets/gui/initgui.lua"

cloneObject {
name = "party",
baseObject = "party",
onDrawGui = function(g)

--if ( search_script ~= nil and search_script.onDrawGui ~= nil ) then
--search_script.onDrawGui(g);
--end
if ( qb_script ~= nil and qb_script.onDrawGui ~= nil ) then
qb_script.onDrawGui(g);
end
return gui.onDrawGui(g)
end,
onMove = function(self, dir)
skyScript.onMove(dir)
if (gui.globalVars["shopOn"]) then
return false
else
return true
end
end,
onPickUpItem = function(champion, item) ----- All this Code works -----
if ( item.name == "book_undead_v2" )then playSound("mine_horror07") end
if ( item.name == "the_king" )then playSound("mine_horror04") end

end,

onInsertItem = function(self, item)
if (item.name == "chest_snd1")then playSound("dmchest_open1")
end
end

}
Post Reply