Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Dunkler
Posts: 73 Joined: Thu Jul 10, 2014 3:20 pm
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by Dunkler » Fri Oct 24, 2014 11:34 pm
NutJob wrote: Does
this help , perhaps? Now that I'm past beer 7 I don't think I can help anymore. ~laughs~
No i did not forget to type in a different z axis coordinate for the 2 levels
NutJob
Posts: 426 Joined: Sun Oct 19, 2014 6:35 pm
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by NutJob » Fri Oct 24, 2014 11:35 pm
Groovy. =)
Jouki
Posts: 127 Joined: Fri Oct 24, 2014 12:57 pm
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by Jouki » Sat Oct 25, 2014 1:16 am
hmm it's pretty weird, you know there's always ona last thing for us, uninstall reinstall
-lol- but maybe I'd try it.
it couldnt do worse than now
Dunkler
Posts: 73 Joined: Thu Jul 10, 2014 3:20 pm
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by Dunkler » Sat Oct 25, 2014 7:24 pm
I did reinstall the game and of course patched it again....but still same bug. Very frustrating...
Can anyone tell me how he/she would create a simple pit? Is there anything i am missing?
dancodan
Posts: 19 Joined: Sun Apr 29, 2012 1:38 pm
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by dancodan » Sat Oct 25, 2014 7:30 pm
What is your level coordinates on the pit level, and the level below?
Dunkler
Posts: 73 Joined: Thu Jul 10, 2014 3:20 pm
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by Dunkler » Sat Oct 25, 2014 7:32 pm
Pit level is at 1,0,1 pit is at 4,14(Height 1) floor 1,ceiling2
Level below is at 1,0,2 has a 3x3 room below the pit floor 0,ceiling 1
NutJob
Posts: 426 Joined: Sun Oct 19, 2014 6:35 pm
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by NutJob » Sat Oct 25, 2014 7:39 pm
What's 'module height' (under properties) for both levels? Is it 3?
Dunkler
Posts: 73 Joined: Thu Jul 10, 2014 3:20 pm
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by Dunkler » Sat Oct 25, 2014 7:40 pm
No its both 4 because both is using the castle tiles (which have a height of 4)
NutJob
Posts: 426 Joined: Sun Oct 19, 2014 6:35 pm
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by NutJob » Sat Oct 25, 2014 7:43 pm
Dunkler wrote: No its both 4 because both is using the castle tiles (which have a height of 4)
Can you do a
test at Module Height 3 for both maps?
Also, check to see if it's a load order problem and 'move up' your level that's at 1,0,2 above level at 1,0,1 (only visually in the editor). It won't ruin the coordinates of where they reside on the map.
Last edited by
NutJob on Sat Oct 25, 2014 7:46 pm, edited 1 time in total.
Dunkler
Posts: 73 Joined: Thu Jul 10, 2014 3:20 pm
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by Dunkler » Sat Oct 25, 2014 7:46 pm
Tested it with module height 3 on both maps and same bug/message
Edit: moved the level up...no change