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Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Tue Oct 30, 2012 10:03 pm
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.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 2:45 am
by Ciccipicci
Agreed!
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 5:08 pm
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.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 5:16 pm
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.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 5:25 pm
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.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 5:31 pm
by Grimwold
It might be another case-sensitive issue... the editor seems more forgiving of that than the game itself.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 5:32 pm
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.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 5:36 pm
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
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 6:48 pm
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
cough playSoundAt cough
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Posted: Wed Oct 31, 2012 7:50 pm
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.