The map
Re: The map
put 2 levels at the same world position and the map wont appear for one or both of them
alternatively make the level 64x32 or 32x64 (easy dungeon.lua edit) and only use the east 32 tiles or south 32 tiles
i don't see how disabling the automap is useful in the first place though
alternatively make the level 64x32 or 32x64 (easy dungeon.lua edit) and only use the east 32 tiles or south 32 tiles
i don't see how disabling the automap is useful in the first place though
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Re: The map
Will there be a big performance hit when I make the maps 32 * 64 ?
I want to hide the map so that players wont know that i haver teleported them to the same map (it messes up immersion)
I want to hide the map so that players wont know that i haver teleported them to the same map (it messes up immersion)
Re: The map
nokelly1111 wrote:Will there be a big performance hit when I make the maps 32 * 64 ?
They will definitely know that whether you give them the automap or not, sorry. The level will still show up in the saved game and in many other places.kelly1111 wrote:I want to hide the map so that players wont know that i haver teleported them to the same map (it messes up immersion)
But that's okay, because it's really silly of you to think that basic interface features will mess up immersion in the first place.
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Re: The map
Thanks for the answer minmay:
just one more newbish qeustion.... if I make al my levels say
48 * 48
will this be a problem? , do they have to be in the format 32 / 64 / 128 / 256 ?
And also will scripts work beyond the 32 map size ... ? I dont want to run into problems later on ..when I have a whole map
, and find out things wont work beyond the 32 * 32 border that is predefined
just one more newbish qeustion.... if I make al my levels say
48 * 48
will this be a problem? , do they have to be in the format 32 / 64 / 128 / 256 ?
And also will scripts work beyond the 32 map size ... ? I dont want to run into problems later on ..when I have a whole map
, and find out things wont work beyond the 32 * 32 border that is predefined
Re: The map
Making all levels 32*32 is best because the automap and ExitComponent assume all levels are 32*32. But I haven't found anything else that breaks with larger or smaller maps. Of course, if you wrote your own scripts assuming 32*32 sizes then those won't work.
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Re: The map
And here I thought that the map-size was hard coded to 32v32 regardless of settings. Did they change this in a patch?
For me, any change to those numbers generates an error in the editor, and/or in the game when loading it.
For me, any change to those numbers generates an error in the editor, and/or in the game when loading it.
Re: The map
No changes. Again, I strongly recommend not doing it because the automap doesn't treat it correctly, but it is possible. You just need to change the width and height entries in the dungeon.lua, and adjust the tile/elevation/reflection maps accordingly (they need to be tables with width*height entries).Isaac wrote:And here I thought that the map-size was hard coded to 32v32 regardless of settings. Did they change this in a patch?
For me, any change to those numbers generates an error in the editor, and/or in the game when loading it.
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Re: The map
For me [under Win7], any change to those settings results in an unloadable map in either the editor or the game.


Re: The map
I just told you why this is happening. If the tile/elevation/heightmap/reflection tables are not arrays with exactly width*height entries, you will get that message. Here is an example of an entry for a 32x64 map:Isaac wrote:For me [under Win7], any change to those settings results in an unloadable map in either the editor or the game.
Code: Select all
newMap{
name = "Unnamed",
width = 32,
height = 64,
levelCoord = {0,0,0},
ambientTrack = "dungeon",
tiles = {
"dungeon_floor",
}
}
loadLayer("tiles", {
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
})Grimrock 1 dungeon
Grimrock 2 resources
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