Looking forward to it Champ!zimberzimber wrote: Final update coming soon, packing some awesome treats for y'all to use.
After that and a small minor thing I'm working on outside of Grimrock, I am finally going to start my own custom scenario! \o/
[ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
Sadly I won't be making an Insectoid because I can't get it to look right.AndakRainor wrote:Simply amazing idea
Could it be possible to do the same for insectoids since we have insect monsters models available too?
(Minotaurs and humans would be more difficult to make)
But, the Lizard Wizard is complete (even though hands remain in human shape, they can still be customized with a different material)
I just got one list thing to do before v1.10 is complete
My asset pack [v1.10]
Features a bit of everything!
Features a bit of everything!
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
So, I have abit of a bug with these assets that might just be conflicting with GrimTK, or just not working properly. It's this error below when I get when I preview.
Code: Select all
mod_assets/zim_assets/zim_party.lua:14: attempt to index global 'zim_functions' (a nil value)
stack traceback:
mod_assets/zim_assets/zim_party.lua:14: in function <mod_assets/zim_assets/zim_party.lua:13>
[string "Component.lua"]: in function 'callHook'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "DungeonEditor.lua"] in mian chunk
[C]: in function 'xpcall'
[string "DungeonEditor.lua"]: in function 'preview'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
Have you placed the 'zimscripts' object on the map?
(I might have forgotten to tell the users you have to place that object)
(I might have forgotten to tell the users you have to place that object)
My asset pack [v1.10]
Features a bit of everything!
Features a bit of everything!
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
Hm, yeah, that might have been it.zimberzimber wrote:Have you placed the 'zimscripts' object on the map?
(I might have forgotten to tell the users you have to place that object)
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
[ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Skuggasveinn has answered my call for help with the Vampire and Human Archer retexturing, and now they're rocking new awesome looks, thanks a lot!
Updated to v1.10 with whatever was in it.
Changelog link on first page.
On a sadder note - I've completely abandoned modding Grimrock, and moved on to more lively things. Grimrock just feels dead to me, and I can't muster any motivation to keep working on it.
I have an abandoned dungeon project will all sorts of stuff in it with more stuff I initially wanted to add to the asset pack, but I just don't want to do anything anymore, and I can't just publish it because it has assets not related to me.
If someone is interested in ripping or going through what that project has, send me a PM and I'll just send you the file. (Might take some time before I answer though)
Things included in the project but not the asset pack are...
- A nice example on how you can mass define a shit load of objects, where saved time and effort grows exponentially with each definition.
- Mines and a bunch of new bomb types
- Some notes on things I've wanted to add scattered around some files
- A different potion progression system
(16 new potions + 7 rewritten vanilla potions) * 3 grades * 3 sizes
- A whole bunch of conditions
Also rewritten vanilla conditions to fit the new system
- Custom damage, healing, energy regain, and death filters
With room for interactions based on source like +50% healing from potion sources with fast metabolism, or the possibility to interact with a melee attacking monster like returning a % of the damage taken by a champion under certain conditions
- Custom damage splashes for each damage type
https://www.youtube.com/watch?v=kEx8ASj3Yvc
It has been a pleasure modding with you all, best of luck on all of your future projects!
Updated to v1.10 with whatever was in it.
Changelog link on first page.
On a sadder note - I've completely abandoned modding Grimrock, and moved on to more lively things. Grimrock just feels dead to me, and I can't muster any motivation to keep working on it.
I have an abandoned dungeon project will all sorts of stuff in it with more stuff I initially wanted to add to the asset pack, but I just don't want to do anything anymore, and I can't just publish it because it has assets not related to me.
If someone is interested in ripping or going through what that project has, send me a PM and I'll just send you the file. (Might take some time before I answer though)
Things included in the project but not the asset pack are...
- A nice example on how you can mass define a shit load of objects, where saved time and effort grows exponentially with each definition.
- Mines and a bunch of new bomb types
- Some notes on things I've wanted to add scattered around some files
- A different potion progression system
(16 new potions + 7 rewritten vanilla potions) * 3 grades * 3 sizes
- A whole bunch of conditions
Also rewritten vanilla conditions to fit the new system
- Custom damage, healing, energy regain, and death filters
With room for interactions based on source like +50% healing from potion sources with fast metabolism, or the possibility to interact with a melee attacking monster like returning a % of the damage taken by a champion under certain conditions
- Custom damage splashes for each damage type
https://www.youtube.com/watch?v=kEx8ASj3Yvc
It has been a pleasure modding with you all, best of luck on all of your future projects!
My asset pack [v1.10]
Features a bit of everything!
Features a bit of everything!
Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye
This is a Sad day indeed man....zimberzimber wrote:On a sadder note - I've completely abandoned modding Grimrock, and moved on to more lively things. Grimrock just feels dead to me, and I can't muster any motivation to keep working on it.
I have an abandoned dungeon project will all sorts of stuff in it with more stuff I initially wanted to add to the asset pack, but I just don't want to do anything anymore, and I can't just publish it because it has assets not related to me.
I hear you though, motivation is waning and you have options with other projects too
I can only hope you will come back to us if / when those fires get stoked
The community will be 1 less Champion without you Zimber
Stay in touch buddy, and thanks for all your help hey
Akroma
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye
Hey, Zimber.
It's good to see that you're back here.
I hope everything's being going well for you.
The reason why I'm messaging you is because I have an odd error message when I attempt to test my new mod with your assets. I attempted to PM you, but it wouldn't send for some reason.
The error in question states 'Warning! Game object property not saved: scope_camera.camera.camera'.
This error occurs when I save the game for testing, but it does not cause the mod to crash. It is odd because I have not added the scope or the camera within the mod.
Initially, I attempted to add it so that the white error would disappear, but that didn't do anything.
It's not mod-breaking, but I am still wondering why this error occurs. Every other asset within your pack works well, but I'm stumped at this error.
One more thing, I was also wondering why the vampires feet are sunken into the floor assets. Is this supposes to be on purpose?
Please don't misinterpret my queries as complaints, because they aren't - I am just requesting some assistance with the above two issues.
On a side note, the assets you have made are excellent, and along with Vanblam's assets, have really motivated me to make this mod; good work!
It's good to see that you're back here.
I hope everything's being going well for you.
The reason why I'm messaging you is because I have an odd error message when I attempt to test my new mod with your assets. I attempted to PM you, but it wouldn't send for some reason.
The error in question states 'Warning! Game object property not saved: scope_camera.camera.camera'.
This error occurs when I save the game for testing, but it does not cause the mod to crash. It is odd because I have not added the scope or the camera within the mod.
Initially, I attempted to add it so that the white error would disappear, but that didn't do anything.
It's not mod-breaking, but I am still wondering why this error occurs. Every other asset within your pack works well, but I'm stumped at this error.
One more thing, I was also wondering why the vampires feet are sunken into the floor assets. Is this supposes to be on purpose?
Please don't misinterpret my queries as complaints, because they aren't - I am just requesting some assistance with the above two issues.
On a side note, the assets you have made are excellent, and along with Vanblam's assets, have really motivated me to make this mod; good work!
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762
Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye
Hey Slayer,
these are the defs I have from Zimber's asset pack:
And of course the "scope_camera" script object placed into the dungeon map (with the cameraState field unchecked)
All works fine for me.....
Curious..... the "scope_camera" script object does have a "CameraComponent"
....but that component doesnt have a "camera" field (ie scope_camera.camera.camera)
.... not sure how you are getting the error with "scope_camera.camera.camera" ??
these are the defs I have from Zimber's asset pack:
SpoilerShow
Code: Select all
---------------------------
---------- v1.10 ----------
---------------------------
-- Scope - Can now be used to see further with a right click!
defineObject{
name = "scope",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/scope.fbx",
staticShadow = true,
},
{
class = "Item",
uiName = "Scope",
gfxIndex = 336,
weight = 0.7,
primaryAction = "zoomIn",
secondaryAction = "adjustZoom",
description = "A delicate instrument that greatly enhances clarity of sight.",
},
{
class = "ItemAction",
name = "zoomIn",
gameEffect = "See further in the parties current direction.",
cooldown = 2.5,
onAttack = function(self, champion, slot, chainIndex)
local camera = findEntity("scope_camera")
if camera then
if party.isScoped:isEnabled() then
camera.script.disableCamera()
else
camera.script.enableCamera()
end
else
print("ERROR - Missing 'scope_camera' object!")
end
end,
},
{
class = "ItemAction",
name = "adjustZoom",
uiName = "Adjust Zoom",
gameEffect = "Adjust how far can you see through the scope. Zoom level - 3",
cooldown = 0.2,
buildup = 0.25,
onAttack = function(self, champion, slot, chainIndex)
playSound("zoom")
local camera = findEntity("scope_camera")
if camera then
local zoom = camera.zoomLevel:getValue()
if zoom == 5 then
camera.zoomLevel:setValue(2)
self:setGameEffect("Adjust how far can you see through the scope. Zoom level - ".. 2)
else
camera.zoomLevel:setValue(zoom + 1)
self:setGameEffect("Adjust how far can you see through the scope. Zoom level - "..zoom+1)
end
else
print("ERROR - Missing 'scope_camera' object!")
end
end,
},
},
}
-- Scope Camera - Used by the scope
-- Due to how this works, you will not see anything between you and the party,
defineObject{
name = "scope_camera",
components = {
{
class = "Camera",
name = "camera",
fov = 50,
onInit = function(self) self.go:setSubtileOffset(0, 0) end,
onUpdate = function(self)
local t = math.noise(Time.currentTime() * 0.1) * 0.2
local face = math.noise(Time.currentTime() * 0.1) * 1 + party.facing * -90
local offsetX, offsetY = self.go:getSubtileOffset()
self.go:setPosition(self.go.x, self.go.y, self.go.facing, party.elevation + 0.5 + t, self.go.level)
self.go:setWorldRotationAngles(0, face, 0)
end,
},
{
class = "Null",
name = "cameraState",
enabled = false,
},
{
class = "Counter",
name = "zoomLevel",
value = 3,
},
{
class = "ScriptController",
name = "controller",
},
{
class = "Script",
source = [[
function enableCamera() -- Start
local x,y,f,e,l = party.x, party.y, party.facing, party.elevation, party.level
local dx,dy = getForward(f)
self.go:setPosition(x, y, f, e, l)
for i = 1,self.go.zoomLevel:getValue() do
local o = party.map:checkObstacle(self.go, f)
if not o then
if not party.map:isBlocked(self.go.x + dx, self.go.y + dy, e) then
self.go:setPosition(self.go.x+dx, self.go.y+dy, f, e, l)
end
end
end
GameMode.fadeOut(000000, 0.5)
party.isScoped:enable()
delayedCall(self.go.id, 0.75, "setCamera")
end
function setCamera() -- Set camera
playSound("zoom")
GameMode.fadeIn(000000, 0.5)
GameMode.setCamera(self.go.camera)
end
function disableCamera() -- Camera fadeout
GameMode.fadeOut(000000, 0.5)
delayedCall(self.go.id, 0.75, "resetCamera")
end
function resetCamera() -- End
playSound("zoom")
GameMode.setGameFlag("DisableMouseLook", false)
GameMode.fadeIn(000000, 0.5)
party.isScoped:disable()
GameMode.setCamera(nil)
end
]]
},
},
placement = "floor",
editorIcon = 32,
}
All works fine for me.....
Curious..... the "scope_camera" script object does have a "CameraComponent"
....but that component doesnt have a "camera" field (ie scope_camera.camera.camera)
.... not sure how you are getting the error with "scope_camera.camera.camera" ??
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye
If its on flat ground, then its because the mesh was altered a bit, and was probably moved downwards a bit by accident.Slayer82 wrote:One more thing, I was also wondering why the vampires feet are sunken into the floor assets. Is this supposes to be on purpose?
Please don't misinterpret my queries as complaints, because they aren't - I am just requesting some assistance with the above two issues.
If on sloped ground, then its normal. It happens with all monsters since their animations are not dynamic to their surroundings.
IDK about the "camera.camera.camera" issue. But I'm pretty sure its something you did
Also I'm not back, I'm just dropping in sometimes because I'm bored
My asset pack [v1.10]
Features a bit of everything!
Features a bit of everything!