Release Candidate 1 (version 1.3.0) is out!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Omenpapa
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Joined: Fri Sep 14, 2012 1:29 pm

Re: Release Candidate 1 (version 1.3.0) is out!

Post by Omenpapa »

The default party doesnt work for me either.
So I did press new game, for the main game, made a party. Saved it. I searched for the X.sav file(C:\Users\Omenpapa\Documents\Almost Human\Legend of Grimrock), then renamed it do default_party.dat. Then I copied it to the mod_Assets dir(C:\Users\Omenpapa\Documents\Almost Human\Legend of Grimrock\Dungeons\Shrine of Hamilar\mod_assets).

How is this supposed to work btw? Like if i press costum dungeon, then choosing the dungeon, then i should just press okay after setting the difficulty, and it should load my default party?
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petri
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by petri »

It works for me. Maybe the mod you're using overrides the characters?

Could you try creating a new dungeon and placing the default_party.dat inside the mod_assets folder. Then when you start preview you should see your new custom party.
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Komag
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by Komag »

It worked perfectly for me, I just followed the exact same steps as Omenpapa described above. I tested in preview and also after exporting again and testing from main game menu as a custom dungeon.

(maybe he didn't export the dungeon again?)

this is a very nice feature, I love it!
Finished Dungeons - complete mods to play
Omenpapa
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Joined: Fri Sep 14, 2012 1:29 pm

Re: Release Candidate 1 (version 1.3.0) is out!

Post by Omenpapa »

Uhm okay, i think i misunderstood the intention of this whole thing. Right now we have the import function, to use costum save games as a user in the costum dungeons. I thought that this new feature makes this even easier, like u dont have to import the savegame from now on if u wanna just use a preset lvl 1 party. U can just manipulate the base thing, when u create a new party, so it would start out from the preset, like 4 mages etc, and just then u could costumize that party. I just realized tho, that this feture is not for "users", it is for modders, so they can implement a base party easier for their costum dungeons :) Sry for the confusion, probably this is working as intended... i just misunderstood the intention :)
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petri
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by petri »

No worries, I'm just glad that this wasn't yet another bug :)
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Isaac
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by Isaac »

petri wrote:Unfortunately the main game is not moddable.
Ah... So this means that we cannot add a stairway or teleporter into a main game location that leads to a mod location. Not really a problem IMO.
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petri
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by petri »

Isaac wrote:
petri wrote:Unfortunately the main game is not moddable.
Ah... So this means that we cannot add a stairway or teleporter into a main game location that leads to a mod location. Not really a problem IMO.
Yep, the main dungeon was built long ago, before the dungeon editor era...
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Grimwold
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by Grimwold »

Where to add new spells

I just struggled through this, so thought I'd post about it... may affect anyone who has a dungeon created with an earlier version of the editor...

I wasn't sure where to put new spells so I created an spells.lua file in my scripts folder, but this didn't seem to work... eventually I realised I needed an entry in init.lua to actually load the spells.lua file.

so in spells.lua put the create food spell:

Code: Select all

-- Create Food spell
defineSpell{
   name = "create_food",
   uiName = "Create Food",
   skill = "spellcraft",
   level = 2,
   runes = "B",
   manaCost = 10,
   onCast = function(caster, x, y, direction, skill)
      hudPrint("Abracadabra!")
      spawn("rat_shank", party.level, x, y, direction)
   end,
}

then in init.lua add

Code: Select all

import "mod_assets/scripts/spells.lua"

and Abracadabra! we have food
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petri
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by petri »

Note that the editor doesn't really care where the assets are defined as long as the definitions are in init.lua or one of the files loaded by init.lua. You could even remove all the extra scripts and place all asset defs in init.lua if you wish.
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Grimwold
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Re: Release Candidate 1 (version 1.3.0) is out!

Post by Grimwold »

Yeah, I gathered that just now from looking at init.lua
still, I like to have things segregated


One question about spell definitions, in the create food example what is "caster" and how do I use it? I've tried to use hudPrint to show who cast the spell but I get "grimrock.exe has stopped working" when I try to cast it. in fact I've had a lot of those errors in the last few mintues as a result of bad spell definitions ;)
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