[MOD] Door on floor placement

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Mal85
Posts: 103
Joined: Fri Nov 16, 2012 10:56 am

Re: [WIP] Door on floor placement : Beta

Post by Mal85 »

Looks pretty cool, I have been trying to make something similar with having collapsible secret doors representing creatures blasting through from hidden rooms. This gives me hope that I can actually implement this into my maps. Good work Montagneyaya!
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montagneyaya
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Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

Komag wrote:HA, that looks funny but in a very cool way, almost like those cartoons where the bear or whatever makes a perfect outline shape when it busts through the wall/door/whatever! :D :P I like it!
haha, very funny, I had no seen it like this :lol:
Mal85 wrote:Looks pretty cool, I have been trying to make something similar with having collapsible secret doors representing creatures blasting through from hidden rooms. This gives me hope that I can actually implement this into my maps. Good work Montagneyaya!
Good luck.

Thank you all.
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Xanathar
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Location: Torino, Italy
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Re: [WIP] Door on floor placement : Beta

Post by Xanathar »

Wow nice job :) And thanks for the chest credits!

I just noticed two things:
  • Objects thrown to the closed door fall down the pit.. that's the reason for my blockage mess in the chests :( I actually had to use a repel projectile blockage and a teleport (for some reason keys behaved differently from other items). Probably using a suggested solution somewhere else (don't remember who) which was to offset the pit doors from the pit in the model so that the pit is in another square actually would work! With doors you have the guarantee of walls on the side.
  • I fired a fireburst to the door and the editor crashed - seems strange though - the error was about sounds
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montagneyaya
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Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

Thanks for the return.

I have forget the repel projectile in the breackable version.
I need to review the management teleporter when the door is closed.

I do not think the spell, the firburst crash the editor with a message

Code: Select all

[string "SoundSystem.lua"]:0: attempt to index a nil value
stack traceback:
	[string "SoundSystem.lua"]: in function 'playSound3D'
	[string "BurstSpell.lua"]: in function 'update'
	[string "Map.lua"]: in function 'updateEntities'
	[string "Dungeon.lua"]: in function 'updateLevels'
	[string "GameMode.lua"]: in function 'update'
	[string "DungeonEditor.lua"]: in main chunk
	[C]: in function 'xpcall'
	[string "DungeonEditor.lua"]: in function 'preview'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk
stack traceback:
	[C]: in function 'error'
	[string "DungeonEditor.lua"]: in function 'handleError'
	[string "DungeonEditor.lua"]: in function 'preview'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586

Total memory: 8190 MB
Free memory: 4989 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: NVIDIA GeForce GTX 260
  State flags: 08000005

Display device 1:
  Device name: \\.\DISPLAY2
  Device string: NVIDIA GeForce GTX 260
  State flags: 08000001

Display device 2:
  Device name: \\.\DISPLAYV1
  Device string: RDPDD Chained DD
  State flags: 00200008

Display device 3:
  Device name: \\.\DISPLAYV2
  Device string: RDP Encoder Mirror Driver
  State flags: 00200008

Display device 4:
  Device name: \\.\DISPLAYV3
  Device string: RDP Reflector Display Driver
  State flags: 00200008

Display device 5:
  Device name: \\.\DISPLAYV4
  Device string: LogMeIn Mirror Driver
  State flags: 00000008
With a fireball it's a similar message

Code: Select all

[string "SoundSystem.lua"]:0: attempt to index a nil value
stack traceback:
	[string "SoundSystem.lua"]: in function 'playSound3D'
	[string "ProjectileSpell.lua"]: in function 'onProjectileHit'
	[string "Projectile.lua"]: in function 'update'
	[string "ProjectileSpell.lua"]: in function 'update'
	[string "Map.lua"]: in function 'updateEntities'
	[string "Dungeon.lua"]: in function 'updateLevels'
	[string "GameMode.lua"]: in function 'update'
	[string "DungeonEditor.lua"]: in main chunk
	[C]: in function 'xpcall'
	[string "DungeonEditor.lua"]: in function 'preview'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk
stack traceback:
	[C]: in function 'error'
	[string "DungeonEditor.lua"]: in function 'handleError'
	[string "DungeonEditor.lua"]: in function 'preview'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586

Total memory: 8190 MB
Free memory: 4995 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: NVIDIA GeForce GTX 260
  State flags: 08000005

Display device 1:
  Device name: \\.\DISPLAY2
  Device string: NVIDIA GeForce GTX 260
  State flags: 08000001

Display device 2:
  Device name: \\.\DISPLAYV1
  Device string: RDPDD Chained DD
  State flags: 00200008

Display device 3:
  Device name: \\.\DISPLAYV2
  Device string: RDP Encoder Mirror Driver
  State flags: 00200008

Display device 4:
  Device name: \\.\DISPLAYV3
  Device string: RDP Reflector Display Driver
  State flags: 00200008

Display device 5:
  Device name: \\.\DISPLAYV4
  Device string: LogMeIn Mirror Driver
  State flags: 00000008
I need to see it more closely
AmiDARK
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Re: [WIP] Door on floor placement : Beta

Post by AmiDARK »

Hi montagneyaya,

Your asset is really cool :)
Now that you've done this, maybe you can do breakable spiderweb like in Eye of the Beholder :
Image
It can maybe also be declined in another version ... big slime on the wall that block the way ...
Your work can maybe allow to do many other breakables things :)

Good work :)
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Komag
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Location: Boston, USA

Re: [WIP] Door on floor placement : Beta

Post by Komag »

Ah, the big spider web blocking the path, very cool idea. If the party runs into it, you get stuck for a few seconds maybe, or can't move but can still attack, have to hack your way out
Finished Dungeons - complete mods to play
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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

I don't know the eye of the beholder series, I did that for a remake of dungeon master.
I intend to implement other gates, and create monsters of dungeon master (the mummy first).
But it's a good idea to try it.
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Grimwold
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Location: A Dungeon somewhere in the UK

Re: [WIP] Door on floor placement : Beta

Post by Grimwold »

Based on this thread... You might want to hold off on the mummy for now

viewtopic.php?f=14&t=3655&p=43353#p43348
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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

Grimwold wrote:Based on this thread... You might want to hold off on the mummy for now

viewtopic.php?f=14&t=3655&p=43353#p43348

wow, I didn't imagine my mummy like this
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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

The code responsible for the crash of the editor is

Code: Select all

	for i in entitiesAt(door_level,door_x,door_y) do
		entity_destroy = findEntity(i.id)
		if entity_destroy.id ~= "blockage_door_"..door_number then
			entity_destroy:destroy()
		end
	end
Why it's not compatible with spell ???
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