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Re: [Release] Dungeon Master wallset

Posted: Wed Sep 11, 2013 11:20 pm
by germanny
Dr.Disaster wrote:I just noted something odd about the gate doors. Might be a minor nit but maybe ..
While one can see thru the closed and non-destroyed DM-version of the gate doors you can't reach thru their bars as it is possible with the default LoG gates. It might be nice being able to do so too.
Uh, is it? Will test that, don´t know how yet..
If i find a reason for it,i´ll fix!
bongobeat wrote:Hop!
another wallset!
thanks a lot for your works!
Thx, would be fine if you use it.

Re: [Release] Dungeon Master wallset

Posted: Thu Sep 12, 2013 12:27 am
by Dr.Disaster
germanny wrote:
Dr.Disaster wrote:I just noted something odd about the gate doors. Might be a minor nit but maybe ..
While one can see thru the closed and non-destroyed DM-version of the gate doors you can't reach thru their bars as it is possible with the default LoG gates. It might be nice being able to do so too.
Uh, is it? Will test that, don´t know how yet..
If i find a reason for it,i´ll fix!
Seems i found it! These doors miss a "sparse = true" in their defineObject{} block.
After adding this line i could place objects thru the bars :D

Re: [Release] Dungeon Master wallset

Posted: Fri Sep 13, 2013 10:33 pm
by bongobeat
That's it!
after integrating your first mod (dungeon master item), i had integrated your second (wallset + items), unfortunately it was a mess cause I couldn't remove the old items, (modifyed characteristics, etc...cannot be simply removed) , and to avoid conflict with the new one, I had to delete a lot of things into your items and objects definition.
But I know I made the right decision! I have do a whole new level, inserted between the "regular" levels, for the firestaff instead the miserable little room in the first time (and without the wallset)... :D
hope I will come near a release of my mod soon!

when you see this wall, things are going good, it's the firestaff vault!
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a mix with a tall pillar from komag and your secret door opened, it makes a nice second floor wall!
it need only a second floor ceiling...
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ah yes! the carpet, desk and table, no need to put them in the wallset, I already have them ;)
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the firestaff is a great staff, you need to earn it! at your own risk
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the last event and it will be your
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Re: [Release] Dungeon Master wallset

Posted: Fri Sep 13, 2013 11:32 pm
by germanny
@Dr.Disaster:
"sparse = true"
Ah! Really didnt notice that.

@bongobeat:
Looks great!
I may split the whole into two sets - wallset and items.
I have more items, most all of the Dungeon Masters items are recreated.
As seen in 'Back into the Dungeon'
I only need time.. ;)

Re: [Release] Dungeon Master wallset

Posted: Thu Sep 26, 2013 12:52 pm
by Dr.Disaster
There seems to be another issue with the ornate door of your wallset:

viewtopic.php?f=14&t=5668&p=63106#p63106

Absolutely anything thrown at your ornate door flies right thru it.
No idea how to fix this one ..

Re: [Release] Dungeon Master wallset

Posted: Thu Sep 26, 2013 5:38 pm
by maneus
Dr.Disaster wrote:There seems to be another issue with the ornate door of your wallset:

viewtopic.php?f=14&t=5668&p=63106#p63106

Absolutely anything thrown at your ornate door flies right thru it.
No idea how to fix this one ..
The model must have minimal 3 model notes:

Node 0: named "RootNote"
Node 1: named "gate"
Node 2: named "Texture Locators"

The best way is to open a original Grimrock door model in the GMT and the custom door in a second GMT.
Then you change the node names, the matrix settings and the bound settings as in the original Grimrock door.
That should solve the problem with flying objects through the door.

Re: [Release] Dungeon Master wallset

Posted: Sun Oct 13, 2013 1:38 am
by Dr.Disaster
Out of curiousity: is the item part of the wallset release up to date? I ask because it appears to me that both mods of comscript contain DM/CSB items which are not in the last DM wallset release on nexus.

Something else just struck me looking thru the DM char's starting gear: Gothmog's Cloak of Night comes with +8 Dexterity as it did in original DM. Now due to the LoG engine these +8 Dexterity translate to +16 Evasion which seems a bit overkill.

Re: [Release] Dungeon Master wallset

Posted: Sun Oct 13, 2013 4:54 am
by germanny
Dr.Disaster wrote:Out of curiousity: is the item part of the wallset release up to date? I ask because it appears to me that both mods of comscript contain DM/CSB items which are not in the last DM wallset release on nexus.
Right, i wanted to help comscript with his mod, and let him have some unique items.
He has now released his second mod - and i should release all the stuff^^
A bit complicated yet, because it seems better to split this into 2 addons.
One wallset and one with all items.
Be patient, i will do it - my time is very limited yet.

Re: [Release] Dungeon Master wallset

Posted: Sun Dec 22, 2013 7:25 pm
by germanny
Well, finally it arrived...
The Dm Wallset is updated to v 2.0 with all finished recources!

Germanny´s Dungeon Master Resource v2.0 -- Modding resource, wallset with items included.
DL: The Dungeon Master Wallset 2.0 at Grimrock Nexus

Thx for your patience^^

Re: [Release] Dungeon Master wallset

Posted: Mon Dec 23, 2013 3:45 pm
by Komag
Nice, it's great to have a fully complete new wall set, quite welcome :)