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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Fri Nov 21, 2014 10:12 am
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.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Fri Nov 21, 2014 4:06 pm
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.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Fri Nov 21, 2014 5:27 pm
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. :?

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Fri Nov 21, 2014 9:33 pm
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

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Wed Dec 03, 2014 8:58 am
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.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Wed Dec 03, 2014 9:37 pm
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 :)

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Thu Dec 04, 2014 8:00 am
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.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Sun Dec 07, 2014 8:47 am
by Scotty
Updated with boss fights!

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Sun Dec 07, 2014 11:03 am
by eLPuSHeR
Downloaded this time from Nexus. I think my version was outdated.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Sun Dec 07, 2014 1:39 pm
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.