[mod] Legacy of Llylgamyn

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slackmg
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[mod] Legacy of Llylgamyn

Post by slackmg »

Dungeon is a remake of Wiz 3, Legacy of Llylgamyn. Includes a town level and all six dungeon levels along with a rudimentary alignment system. Players start at the bottom and travel up. Readme includes hints and high-level walkthrough.

http://grimrock.nexusmods.com/mods/273
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leewroy
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Re: [mod] Legacy of Llylgamyn

Post by leewroy »

I´ll try it asap :)
joramsey
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Re: [mod] Legacy of Llylgamyn

Post by joramsey »

I tried playing your mod, but after the introduction screen the game crashes. I get this error message:

[string "SoundSystem.lua"]:0: OpenAL incompatible WAV file
stack traceback:
[C]: in function 'load'
[string "SoundSystem.lua"]: in function 'defineSound'
mod_assets/scripts/sounds.lua:58: in main chunk
[string "Dungeon.lua"]: in function 'import'
mod_assets/scripts/init.lua:49: in main chunk
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'completionFunc'
[string "CinematicMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Do you know how to fix/address this problem? I also experience the same crash and similar error message when I try to play your other wizardy mods. Been looking forward to playing them, but can never get past the intro screens.
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Komag
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Re: [mod] Legacy of Llylgamyn

Post by Komag »

sounds like the mac/linux sound error when the wav vile is not the proper format due to the author using Windows which allows the wrong format to slip through in such cases
Finished Dungeons - complete mods to play
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slackmg
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Re: [mod] Legacy of Llylgamyn

Post by slackmg »

Sorry about that. My primary testors all use Windows. I took a look at all of the sound effect wavs and found a couple still in a stereo format. I thought I had checked all of these after downloading them from sample sites, but must've missed these two and since then copied them to my other mods. I've updated the wav's to be mono and hopefully this will take care of the exception you're getting once I get new packages released to Nexus. Given the size of the last one, it'd be nice if we had a update/dif utility to upgrade the .dat files with.
joramsey
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Re: [mod] Legacy of Llylgamyn

Post by joramsey »

Great...thanks for resolving the issue. I look forward to playing the mods after the updates are posted!
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Komag
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Re: [mod] Legacy of Llylgamyn

Post by Komag »

I thought it was something to do with 24 bit vs 16 bit. If you have sound cues that aren't positional then stereo should be just fine.
Finished Dungeons - complete mods to play
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slackmg
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Re: [mod] Legacy of Llylgamyn

Post by slackmg »

Not sure how to tell if they're 16 vs 24 bit. I normally go off of this http://grimwiki.net/wiki/Custom_Sound_Tutorial for creating the sounds. What is unclear is if you have to have 44100 sample rates or if it can be smaller (8000 for instance). All are saved as mono, 16-bit PCM wavs by Audacity (using 2.02), including now the last two I didn't catch before.

[Edit]
Can determine the wav format via the 'file' command (in my case from mingw/msys). All are 16-bit, except 4 which are 8-bit. Do 8-bit wavs work? One of the wavs in the sx_fountain package is also at a 48000 sample rate, but stored mono 16-bit. Do the sx_fountains sounds work at the higher sample rate?
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Komag
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Re: [mod] Legacy of Llylgamyn

Post by Komag »

I'm not sure about those specific details, but I bet the problem is somewhere in that
Finished Dungeons - complete mods to play
bongobeat
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Re: [mod] Legacy of Llylgamyn

Post by bongobeat »

Hi,
same for me, the game crash after the intro:

string "SoundSystem.lua"]:0: OpenAL incompatible WAV file...
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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