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Re: [DONE]: Working treasure chests - v1.3
Posted: Thu Nov 22, 2012 9:41 pm
by germanny
The shinyness of my texture is too low.
I recognise that the texture set isnt exact centered (well, was a quickshot *g*)
Reworked those issues.
DL here:
dark_chest_tex_correct.7z
Should look much better and fits Grimrock colors.
Please replace!
Re: [DONE]: Working treasure chests - v1.3
Posted: Tue Nov 27, 2012 9:40 pm
by germanny
Uh.. did you noticed the corrected textures?
Re: [DONE]: Working treasure chests - v1.3
Posted: Tue Nov 27, 2012 10:13 pm
by Xanathar
Oooooooooooooops!!!
I missed that post sorry
Thanks for the textures, I'm updating it now (hope to release it still today!)
Re: [DONE]: Working treasure chests - v1.3
Posted: Wed Nov 28, 2012 7:32 pm
by Xanathar
Re: [DONE]: Working treasure chests - v1.31
Posted: Mon Dec 10, 2012 10:15 am
by ValasImogen
I've got a question: How do you add items to a chest that has been spawned from a script, rather than placed by hand?
Re: [DONE]: Working treasure chests - v1.31
Posted: Mon Dec 10, 2012 10:33 am
by Xanathar
Good question! mmmh I think I need to do a new version for that to work.
Re: [DONE]: Working treasure chests - v1.31
Posted: Mon Dec 10, 2012 10:51 am
by ValasImogen
Ah, OK then. I shall eagerly await the new version, and in the mean time go back to spawning altars.
Re: [DONE]: Working treasure chests - v1.31
Posted: Tue Jan 01, 2013 11:54 pm
by HaunterV
friggn excellent assets guys
Re: [DONE]: Working treasure chests - v1.4
Posted: Thu Jan 24, 2013 5:30 pm
by Xanathar
Updated to Version 1.4
- Simplified setup - no need to update MAXLEVELS anymore
- Requires latest version of LoG
- Allows for dynamic creation of chests (see readme.txt)
- Simplified chest declaration (not all fields are required, removed "activate" function in chests)
Sorry ValasImogen for taking so long
Re: [DONE]: Working treasure chests - v1.4
Posted: Fri Jan 25, 2013 2:56 am
by Grimfan
Hi Xanathar,
Your treasure chests are really great, but I have two problems :
Problem 1: I keep getting the internal chestblockage reported damage but not found in the g_ChestByBlockage.id message every time I create a chest with hitpoints (I change nothing else about the script other than put in hitpoints = 50). The characters are dealing damage to the chest just fine and once enough damage is dealt the chest opens and the normal chance of breaking an object occurs (I put in 25 for the percentage and that part of it works fine). I just keeping getting the error and the lack of any particle system going off.
Problem 2: When I try to spawn tentacles I get an invalid spawn location message and the tentacles either don't appear or appear for just a second before vanishing. I can set a trap on the chest just fine and it goes off as normal, but when I type in mimicry = "tentacles" I get the invalid message and the disappearing monster-act.
On the other hand if I spawn a chest using the runscript and include these variables both work just fine (no errors).
Also, is the chest supposed to make a sound when it gets hit? Like the "hit_wood" sound?
If you can give me any pointers on what is happening (and what I'm doing wrong) it would be much appreciated, since these two things are the only things that are stuffing up.