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Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 3:32 am
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!
Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 9:26 am
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!

I like it!
haha, very funny, I had no seen it like this
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.
Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 9:55 am
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
Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 10:47 am
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
Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 12:34 pm
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 :

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

Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 2:29 pm
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
Re: [WIP] Door on floor placement : Beta
Posted: Sat Nov 24, 2012 8:13 pm
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.
Re: [WIP] Door on floor placement : Beta
Posted: Sun Nov 25, 2012 1:00 am
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
Re: [WIP] Door on floor placement : Beta
Posted: Sun Nov 25, 2012 2:41 am
by montagneyaya
wow, I didn't imagine my mummy like this
Re: [WIP] Door on floor placement : Beta
Posted: Sun Nov 25, 2012 2:45 am
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 ???