Grimrock Unlimited: A Procedurally Generated Adventure

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

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.
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Spathi
Posts: 199
Joined: Tue Mar 20, 2012 4:33 am
Location: Melbourne Australia

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Spathi »

Are there secret buttons? save me searching ;oP

A warning that u cannot go back down stairs would be good on the start level.
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

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:

Code: Select all

spawn ("dungeon_door_portcullis", level_index, herei, herej+1, 0, 0, stair_door_ID).door:setDoorState("open")
yet they're all closed. :?
Curak
Posts: 27
Joined: Thu Nov 20, 2014 4:34 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Curak »

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
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

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.
Ixnatifual

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Ixnatifual »

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 :)
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

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.
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Updated with boss fights!
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Downloaded this time from Nexus. I think my version was outdated.
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Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

eLPuSHeR wrote:Downloaded this time from Nexus. I think my version was outdated.
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.
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