[CLOSED] Call to modders/mappers: "One Room" round robin!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Billick
Posts: 201
Joined: Thu Apr 19, 2012 9:28 pm

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Billick »

JohnWordsworth wrote:Sounds like a very sensible idea. Perhaps at that point, you should just distribute the exported dungeon and then have all bugs reported back to you (if you're happy to coordinate all of that). Otherwise, we'll all be fixing 'just little bugs' at the last minute and we'll end up with a handful of dungeon files all very similar to each other!
I like this idea.
SpiderFighter wrote:
Haunter, something about that accent ("doo eeet!") paired with your avatar just cracks me up!
This needs to be a YTMND.
Halls of Barrian - current version 1.0.3 - Steam Nexus
Me Grimrock no bozo!
User avatar
Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Ciccipicci »

Agreed!
User avatar
Billick
Posts: 201
Joined: Thu Apr 19, 2012 9:28 pm

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Billick »

So I got around to playing the rooms that have been finished so far. The community is in for a real treat when this thing gets finished. Every room so far has been fantastic. I won't give anything away, but there's a lot of creativity going on. A heads up though: when I tried to export the dungeon and play it, it crashed the game. It looks like there was a problem loading the custom sound files. Playing though the editor worked fine.
Halls of Barrian - current version 1.0.3 - Steam Nexus
Me Grimrock no bozo!
User avatar
Xanathar
Posts: 629
Joined: Sun Apr 15, 2012 10:19 am
Location: Torino, Italy
Contact:

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Xanathar »

I think this is better to be solved sooner rather than later.
I'm next in turn, I can try to check for it since my room is completed in a separate mod - I've just to copy it around.
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by SpiderFighter »

Billick wrote:So I got around to playing the rooms that have been finished so far. The community is in for a real treat when this thing gets finished. Every room so far has been fantastic. I won't give anything away, but there's a lot of creativity going on. A heads up though: when I tried to export the dungeon and play it, it crashed the game. It looks like there was a problem loading the custom sound files. Playing though the editor worked fine.
Oh, bah. I thought everyone agreed to export the thing and check it before sending back, but I guess not. It's clear that I'm going to have to do this myself every time I receive the file, which bums me a bit...first, because I don't know what changes have been made as well as that room's creator does, and second because it adds unnecessary time to the project. But, to make the process smoother overall, it has to be done.

Thanks for seeing what you can do with this one, Xanathar. I'll check them from now on.
User avatar
Grimwold
Posts: 511
Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Grimwold »

It might be another case-sensitive issue... the editor seems more forgiving of that than the game itself.
User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by SpiderFighter »

Grimwold wrote:It might be another case-sensitive issue... the editor seems more forgiving of that than the game itself.
Agreed..that does happen quite a bit.
Nice catch, Billick.
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Skuggasveinn »

there is only one case - lower case
there is only one case - lower case
there is only one case - lower case

If everyone chants this while doing there dungeon we should be fine :D
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by HaunterV »

Skuggasveinn wrote:there is only one case - lower case
there is only one case - lower case
there is only one case - lower case

If everyone chants this while doing there dungeon we should be fine :D
cough playSoundAt cough
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by SpiderFighter »

Billick wrote:[...]when I tried to export the dungeon and play it, it crashed the game. It looks like there was a problem loading the custom sound files. Playing though the editor worked fine.
The error seems to be specific to the sound file "chains_dropped.wav". Deleting this file, the relevant entry in the sounds.lua reference and the script entity in the editor returns an exportable, playable game. I haven't had time to dig a bit deeper to see if the problem lies in code, or the sound itself, but I can do that tomorrow.

I'm off to get ready for the trick or treaters. I'll pop in every now and then to see if I've received the files yet.
Post Reply