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Re: beach secret doors and other questions

Posted: Fri Oct 23, 2015 12:07 pm
by Dr.Disaster
FeMaiden wrote:actually i found the init.lua file but how do I open it to modify the scripts in there? when i double click it, my computer pops up that window asking me to pick a program to open it or search the web for the proper program
All .lua files are plain text files so any text editor like Notepad will open them.

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 8:32 am
by FeMaiden
Dr.Disaster wrote:
FeMaiden wrote:but still have no idea how to use germanny's assets.
Germanny's DM Tileset is actually ready for use. All you need to do is unzip the archive and move the entire "dm_resource_log2" folder into the custom dungeons folder of LoG 2. Then you can access it with the editor by opening the example dungeon.

To include this (or other) tilesets into a new editor project you have to import them so the editor "knows" them. This is done by placing import commands inside the "init.lua" file locate in the "mod_assets"->"scripts" subfolder of each project. The example dungeon included with Germanny's tileset naturally has an "init.lua" too but it might be a bit overwhelming to look at. Therefore as an example here is the rather simple init.lua of Komag's Master Quest mod:

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-- This file has been generated by Dungeon Editor 1.3.1

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/scripts/particles.lua"
--------------------------------------------------------------------

import "mod_assets/Beltbag/Beltbag.lua"

import "mod_assets/books/tome.lua"
import "mod_assets/runebooks/runebooks.lua"

I'm a bit confused here, you say to put all this code into my init.lua.
but in the readme file for germanny's asset pack it says

"Installing the asset pack in your mod is plug-and-play: simply put the
dmcsb_pack directory in your mod_assets directory,
then add this line to your
init.lua:

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import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"

huh...easy right? I guess, but then I read onward and I see

"Please read section 1.2 above, and don't import all the standard assets too! The
Dungeon Master Resource only requires a few standard assets; a complete list is
in Appendix A, or you can simply use this set of standard files to cover all the
dependencies (be careful not to import the same file twice):
-- Required objects
import "assets/scripts/objects/base.lua"
import "assets/scripts/objects/generic.lua"
import "assets/scripts/objects/water.lua" -- for water materials

-- Required items
import "assets/scripts/items/misc_weapons.lua" -- torch (used by dm_sconce)
import "assets/scripts/items/throwing_weapons.lua" -- rock (used by breakable
-- cave-ins)
import "assets/scripts/items/staves.lua" -- fear_cloud particle system (used by
-- horn of fear)

-- Required materials
import "assets/scripts/materials/generic.lua" -- "black" material
import "assets/scripts/materials/items.lua" -- "torch" and "rock" materials

-- Required spells and sounds (note: you need to import all spell files if you
-- import spells.lua; this is just the list of spell files that are specifically
-- used by the Dungeon Master Resource, either because of items that cast those
-- spells, or something else that uses the sounds)
import "assets/scripts/spells.lua"
import "assets/scripts/sounds.lua"
import "assets/scripts/spells/fireball.lua"
import "assets/scripts/spells/fireburst.lua"
import "assets/scripts/spells/frostburst.lua"
import "assets/scripts/spells/poison_bolt.lua"
import "assets/scripts/spells/poison_cloud.lua"
import "assets/scripts/spells/dark_bolt.lua"
import "assets/scripts/spells/blob.lua"
import "assets/scripts/spells/dispel.lua"
import "assets/scripts/spells/wall_fire.lua"

-- Required particles
import "assets/scripts/particles/blinded_monster.lua"
import "assets/scripts/particles/damage_fire.lua"
import "assets/scripts/particles/damage_shock.lua"
import "assets/scripts/particles/glitter.lua"
import "assets/scripts/particles/hit_wood.lua"
import "assets/scripts/particles/hit_goo.lua"
import "assets/scripts/particles/poisoned_monster.lua"
import "assets/scripts/particles/stunned_monster.lua"
import "assets/scripts/particles/torch.lua"

"



so which is it? do I just put that one line in, do I put all the lines from that second section?
or should I just go with your original instructions and ignore all this stuff? lol

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 9:01 am
by Dr.Disaster
About the init.lua confusion: I assumed earlier you'd be looking into the init.lua of the example dungeon first (located in mod_assets/scripts) which is quite large so i gave you a smaller example.

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 9:21 am
by FeMaiden
Dr.Disaster wrote:
FeMaiden wrote:I'm a bit confused here, you say to put all this code into my init.lua.
but in the readme file for germanny's asset pack it says

"Installing the asset pack in your mod is plug-and-play: simply put the
dmcsb_pack directory in your mod_assets directory,
then add this line to your
init.lua:

Code: Select all

import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
...
do I just put that one line in, do I put all the lines from that second section?
You only need the single line from the readme to get Germanny's tileset going. This line takes care of the rest and loads everything from the list that follows. You can see this by looking into the dmcsb_pack_init.lua file.

About the init.lua confusion: I assumed earlier you'd be looking into the init.lua of the example dungeon first (located in mod_assets/scripts) which is quite large so i gave you a smaller example.

I see, so i made this a lot more complicated than needs be...
just one more question for clarity.
I don't "replace" what's in the init.lua do I?
I just add on the next line to the bottom of what's already in there?


edit : never mind, I got it working.
and omfg this is the first time I looke dat germanny's assets and there's so much stuff! I don't know if I can work this in to my current mod, i'm already in too deep, but I'm interested in the new weapons and armors.
I mainly just wanted the assets because i wanted to put beds in my mod for flavor lol

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 9:25 am
by Dr.Disaster
sorry, just found out i'm in error ... grrr

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 9:30 am
by FeMaiden
Dr.Disaster wrote:sorry, just found out i'm in error ... grrr
you were a big help, you cleared up my confusion. thank you

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 10:12 am
by Dr.Disaster
Germanny's readme goes into a lot of detail due to the memory concerns faced with a 32 bit application. Loading it together with the entire standard asset pack like this

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import "assets/scripts/standard_assets.lua"
import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
will surely work, but also uses the most memory. Thus it is important to load only what is used/needed. Therefore i suggest to use minmay's init.lua for ArtifactsOfMight to get the tileset going.

If you want to work in only some things from Germanny's tileset i.e. the weapons it's way easier to just use

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import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"
instead of the entire pack along the standard assets.

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 10:46 am
by FeMaiden
I see, I did notice, while exploring all these new assets, that i'm probably not gonna use most of them. it's nice to know I don't have to load them all up.
from what I see so far, i'm mainly interested in the beds, (which I already worked in, I had the beds planned from the start and got frustrated when I did not see them in the assets)

but these weapons are nice too, they seem really well balanced, only slightly stronger than the regular weapons. but the vorpal blade and the diamond edge and the inquisitor might make me feel less bad about raising the levels of my monsters...as it is, i think i might have to tone down some of my encounters...

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 11:22 am
by FeMaiden
Dr.Disaster wrote:
If you want to work in only some things from Germanny's tileset i.e. the weapons it's way easier to just use

Code: Select all

import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"
instead of the entire pack along the standard assets.
this doesn't work, when i go to open my dungeon, I get an error

[string "arch.lua"]:0: undefined object : base_dm_item

i deleted the line and i'm now able to open my dungeon again...but
now i'm a bit shaken up...i thought my file was corrupted.

are you sure there's not some other file I also need to import?

I'm able to load up the whole file with that one line from the readme, but any time I try to load up just one thing like only importing the surfaces, i get an error message

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 11:29 am
by Dr.Disaster
FeMaiden wrote:
Dr.Disaster wrote:
If you want to work in only some things from Germanny's tileset i.e. the weapons it's way easier to just use

Code: Select all

import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"
instead of the entire pack along the standard assets.
this doesn't work, when i go to open my dungeon, I get an error

[string "arch.lua"]:0: undefined object : base_dm_item

i deleted the line and i'm now able to open my dungeon again...but
now i'm a bit shaken up...i thought my file was corrupted.

are you sure there's not some other file I also need to import?

I'm able to load up the whole file with that one line from the readme, but any time I try to load up just one thing like only importing the surfaces, i get an error message
Found the problem: you need to add this line

Code: Select all

import "mod_assets/dmcsb_pack/scripts/objects/base.lua"
It holds the definition for base_dm_item

You might need to add some other files too, depends on if and which other definition is not yet set.