Grimrock Unlimited: A Procedurally Generated Adventure
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Thanks for the suggestions.
Just found what was causing the minimap problem, I had a couple of test floors using the same co-ords as floor 5 and 6.
Just found what was causing the minimap problem, I had a couple of test floors using the same co-ords as floor 5 and 6.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Are there secret buttons? save me searching ;oP
A warning that u cannot go back down stairs would be good on the start level.
A warning that u cannot go back down stairs would be good on the start level.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
No secret buttons! Not sure if I'll put them in either.
I was going to make the doors blocking your way back downstairs give a bit more warning. Like it starts off open, you walk through it and it creaks a bit, you take another step and it slams shut. I ran into a really weird problem where the doors would refuse to spawn in the open state. This is currently the script I'm using to spawn in the doors:
yet they're all closed.
I was going to make the doors blocking your way back downstairs give a bit more warning. Like it starts off open, you walk through it and it creaks a bit, you take another step and it slams shut. I ran into a really weird problem where the doors would refuse to spawn in the open state. This is currently the script I'm using to spawn in the doors:
Code: Select all
spawn ("dungeon_door_portcullis", level_index, herei, herej+1, 0, 0, stair_door_ID).door:setDoorState("open")
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Not sure if its much help but when scripting doors to open or shut i just use
nameofdoor_1.door:open() or nameofdoor_1.door:close()
maybe you can run another line that opens them after spawning
nameofdoor_1.door:open() or nameofdoor_1.door:close()
maybe you can run another line that opens them after spawning
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Thanks for the tip Curak, I just did exactly that.
Now when you go down a floor, the door starts off open, you walk through it, and it slams shut behind you. Means if you accidentally go down the stairs, you still have a chance to go back up.
Now when you go down a floor, the door starts off open, you walk through it, and it slams shut behind you. Means if you accidentally go down the stairs, you still have a chance to go back up.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Was actually thinking of doing something like this when the devs mentioned how versatile the engine was in LoG2. But decided it would be "safer" to work on a more traditional mod. I fully support this, though. Please keep working on it
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Be prepared to write a lot of script if you ever do want to have a crack at something like this. I'm no programmer, so there are no doubt huge inefficiencies in my code, but at the moment I'm up to 2000 lines of map generation generation stuff, and 1500 lines of data tables.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Updated with boss fights!
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Downloaded this time from Nexus. I think my version was outdated.
Intel i7 5960X
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Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Re: Grimrock Unlimited: A Procedurally Generated Adventure
The Steam version was outdated? Steam's always been a bit iffy with workshop auto updates. If you go to custom dungeons in game and click on the dungeon though, there should be a "download latest version" button.eLPuSHeR wrote:Downloaded this time from Nexus. I think my version was outdated.