yep, all monster sounds are withing each monster definitionsModraneth wrote:For me, the easiest way to fix the sound issues with the Goromorg and Scavenger was to just simply use the monster sounds that come with LoG2.
u need the assect pack 2 for this right ?
some problems
Re: some problems
Re: some problems
ok thank youDrakkan wrote:yep, all monster sounds are withing each monster definitionsModraneth wrote:For me, the easiest way to fix the sound issues with the Goromorg and Scavenger was to just simply use the monster sounds that come with LoG2.
u need the assect pack 2 for this right ?
Re: some problems
To make it more clear: You do not need to have downloaded the asset pack. All sounds Sutekh uses in his example are already in the game. His definitions will work without owning the asset pack...
Re: some problems
i had tried and dont work on me..THOM wrote:To make it more clear: You do not need to have downloaded the asset pack. All sounds Sutekh uses in his example are already in the game. His definitions will work without owning the asset pack...
so maybe i do something wrong.
where i need to past that? on the sound.lua right?
Re: some problems
If you have the asset pack, just place a copy of the goromorg.lua and scavenger.lua files in your mod's assets/scripts folder. Open these .lua files in a text editor and you'll see the sound definitions at the bottom, where you can change the sound files to whatever you want. Save the changes and then open your mod's init.lua file and add the following lines:
Code: Select all
import "mod_assets/scripts/goromorg.lua"
import "mod_assets/scripts/scavenger.lua"
Re: some problems
hi, i have downloaded this assect packSutekh wrote:If you have the asset pack, just place a copy of the goromorg.lua and scavenger.lua files in your mod's assets/scripts folder. Open these .lua files in a text editor and you'll see the sound definitions at the bottom, where you can change the sound files to whatever you want. Save the changes and then open your mod's init.lua file and add the following lines:
Code: Select all
import "mod_assets/scripts/goromorg.lua" import "mod_assets/scripts/scavenger.lua"
maybe i got the wrong one because i dont found a file scavenger.lua here
http://www.grimrock.net/modding_log1/asset-pack/
Re: some problems
ok thank you
Re: some problems
im using this code to Goromog
Code: Select all
defineObject{
name = "goromorg",
baseObject = "base_monster",
components = {
{
class = "Model",
model = "assets/models/monsters/goromorg.fbx",
storeSourceData = true,
},
{
class = "Animation",
animations = {
idle = "assets/animations/monsters/goromorg/goromorg_idle.fbx",
moveForward = "assets/animations/monsters/goromorg/goromorg_walk.fbx",
strafeLeft = "assets/animations/monsters/goromorg/goromorg_strafe_left.fbx",
strafeRight = "assets/animations/monsters/goromorg/goromorg_strafe_right.fbx",
turnLeft = "assets/animations/monsters/goromorg/goromorg_turn_left.fbx",
turnRight = "assets/animations/monsters/goromorg/goromorg_turn_right.fbx",
attack = "assets/animations/monsters/goromorg/goromorg_attack.fbx",
getHitFrontLeft = "assets/animations/monsters/goromorg/goromorg_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/goromorg/goromorg_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/goromorg/goromorg_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/goromorg/goromorg_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/goromorg/goromorg_get_hit_right.fbx",
fall = "assets/animations/monsters/goromorg/goromorg_get_hit.fbx",
},
currentLevelOnly = true,
},
{
class = "Monster",
meshName = "goromorg_mesh",
hitSound = "slime_hit", -- identical to goromorg_hit
dieSound = "goromorg_die",
hitEffect = "hit_dust",
capsuleHeight = 0.8,
capsuleRadius = 0.25,
collisionRadius = 0.8,
health = 400,
protection = 0,
exp = 1000,
immunities = { "sleep", "blinded" },
},
{
class = "GoromorgBrain",
name = "brain",
sight = 5,
seeInvisible = true,
allAroundSight = true,
morale = 100,
},
{
class = "MonsterMove",
name = "move",
sound = "dark_acolyte_walk",
cooldown = 1,
animationSpeed = 1.3,
},
{
class = "MonsterTurn",
name = "turn",
sound = "dark_acolyte_walk",
animationSpeed = 1.5,
},
{
class = "MonsterAttack",
name = "rangedAttack",
attackPower = 40,
cooldown = 6,
animation = "attack",
sound = "wizard_ranged_attack",
onAttack = function(self)
local h = 1.4
local r = math.random()
if r < 0.45 then
-- cast fireball
self.go.monster:shootProjectile("fireball_large", h, 40)
elseif r < 0.7 then
-- cast lightning bolt
self.go.monster:shootProjectile("lightning_bolt_greater", h, 40)
elseif r < 0.8 then
-- cast poison bolt
self.go.monster:shootProjectile("poison_bolt", h, 40)
else
-- cast ice shards
local dx,dy = getForward(self.go.facing)
local spell = spawn("ice_shards", self.go.level, self.go.x + dx, self.go.y + dy, self.go.facing, self.go.elevation)
spell.tiledamager:setAttackPower(40)
end
end,
},
{
class = "GoromorgShield",
},
{
class = "Particle",
parentNode = "light1",
particleSystem = "goromorg_lantern",
},
{
class = "Light",
parentNode = "light1",
color = vec(0.5, 1.0, 2.5),
brightness = 4,
range = 4.5,
fillLight = true,
},
},
}
defineMaterial{
name = "goromorog1",
diffuseMap = "assets/textures/monsters/goromorg_dif.tga",
specularMap = "assets/textures/monsters/goromorg_spec.tga",
normalMap = "assets/textures/monsters/goromorg_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineSound{
name = "dark_acolyte_walk",
filename = "assets/samples/monsters/dark_acolyte_walk_01.wav",
loop = false,
volume = 0.45,
minDistance = 1,
maxDistance = 10,
clipDistance = 5,
}
defineSound{
name = "wizard_ranged_attack",
filename = "assets/samples/monsters/wizard_ranged_attack_01.wav",
loop = false,
volume = 1,
minDistance = 2,
maxDistance = 10,
}
-- dark bolt with 1 less soundcomponent, used in pit of the disgraced to
-- prevent sound system stress from too many sound sources
defineObject{
name = "dark_bolt_quiet",
baseObject = "base_spell",
components = {
{
class = "Particle",
particleSystem = "dark_bolt",
},
{
class = "Light",
color = vec(0.2, 0.25, 0.6),
brightness = 2,
range = 4,
},
{
class = "Projectile",
spawnOffsetY = 1.35,
velocity = 10,
radius = 0.1,
hitEffect = "dark_bolt_blast",
},
{
class = "Sound",
name = "launchSound",
sound = "dark_bolt_launch",
},
},
}
defineAnimationEvent{
animation = "assets/animations/monsters/goromorg/goromorg_attack.fbx",
event = "attack",
frame = 10,
}
defineParticleSystem{
name = "goromorg_lantern",
emitters = {
-- smoke
{
emissionRate = 5,
emissionTime = 0,
maxParticles = 50,
boxMin = {-0.03, 0.1, -0.03},
boxMax = { 0.03, 0.1, 0.03},
sprayAngle = {0,30},
velocity = {0.1,0.5},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {1,1.25},
color0 = {0.08, 0.11, 0.15},
opacity = 1,
fadeIn = 0.5,
fadeOut = 0.5,
size = {0.3, 0.6},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.6,
blendMode = "Translucent",
objectSpace = false,
},
-- flames
{
emissionRate = 30,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.03, -0.07, 0.03},
boxMax = { 0.03, -0.07, -0.03},
sprayAngle = {0,10},
velocity = {0.1, 0.4},
texture = "assets/textures/particles/goromorg_lantern.tga",
frameRate = 45,
frameSize = 64,
frameCount = 16,
lifetime = {0.25, 0.85},
colorAnimation = false,
color0 = {1.5, 1.5, 1.5},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.17, 0.015},
gravity = {0,0,0},
airResistance = 1.0,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = -0.0005,
objectSpace = true,
},
-- inner glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0,-0.05,0.0},
boxMax = {0,-0.05,0.0},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {1000000, 1000000},
colorAnimation = false,
color0 = {0.07, 0.11, 0.23},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {0.5, 0.5},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 0,
blendMode = "Additive",
depthBias = -0.0005,
objectSpace = true,
},
-- outer glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0,0,0},
boxMax = {0,0,0},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {1000000, 1000000},
colorAnimation = false,
color0 = {0.07, 0.11, 0.23},
opacity = 0.25,
fadeIn = 0.1,
fadeOut = 0.1,
size = {2, 2},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 0,
blendMode = "Additive",
depthBias = -0.0005,
objectSpace = true,
}
}
}
defineParticleSystem{ -- used for diamond edge boss
name = "goromorg_torch",
emitters = {
-- smoke
{
emissionRate = 5,
emissionTime = 0,
maxParticles = 50,
boxMin = {-0.03, 0.1, -0.03},
boxMax = { 0.03, 0.1, 0.03},
sprayAngle = {0,30},
velocity = {0.1,0.5},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {1,1.75},
color0 = {0.15, 0.15, 0.15},
opacity = 1,
fadeIn = 0.5,
fadeOut = 0.5,
size = {0.3, 0.6},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.6,
blendMode = "Translucent",
},
-- flames
{
emissionRate = 50,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.03, -0.03, 0.03},
boxMax = { 0.03, 0.03, -0.03},
sprayAngle = {0,10},
velocity = {0.2, 1},
texture = "assets/textures/particles/goromorg_lantern.tga",
frameRate = 35,
frameSize = 64,
frameCount = 16,
lifetime = {0.25, 0.85},
colorAnimation = true,
color0 = {2, 2, 2},
color1 = {1.0, 1.0, 1.0},
color2 = {0.25, 0.5, 1.0},
color3 = {0.1, 0.3, 1.0},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.35, 0.015},
gravity = {0,0,0},
airResistance = 1.0,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = 0.1,
},
-- glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0,0,-0.1},
boxMax = {0,0,-0.1},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {1000000, 1000000},
colorAnimation = false,
color0 = {0.08, 0.11, 0.23},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {2, 2},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 0,
blendMode = "Additive",
depthBias = 0.1,
}
}
}
defineSound{
name = "goromorg_die",
filename = "assets/samples/monsters/tentacles_die_01.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}
Re: some problems
you dont need to copy the definitions for dark_bolt_quiet or goromorg_torch...those are unrelated as the comments say
you also don't need to define dark_acolyte_walk and wizard_ranged_attack yourself if you are including dark_acolyte.lua and wizard.lua, respectively (actually i hope you aren't because those monsters are sooo boring)
you also don't need to define dark_acolyte_walk and wizard_ranged_attack yourself if you are including dark_acolyte.lua and wizard.lua, respectively (actually i hope you aren't because those monsters are sooo boring)
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.