[Release] Dungeon Master wallset resorce v3.0

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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JohnWordsworth
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Re: [Release] Dungeon Master wallset resorce v2.0

Post by JohnWordsworth »

Fantastic set, thanks for sharing Germanny.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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germanny
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Re: [Release] Dungeon Master wallset resorce v2.0

Post by germanny »

Thank you!
i will soon ad a few pieces for diversity.
- wall ivys
- coffin (closed/open)
- grave (cl/op)
- few tombstones
.. and maybe few items.
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Mysterious
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Re: [Release] Dungeon Master wallset resorce v2.0

Post by Mysterious »

Umm Hi

Wow this is a nice set man. I have just found it. I like these fountains and the Camp Fire and many others in this set thank you. :)
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germanny
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by germanny »

Version v3.0 Released (March.30, 2014)!
Image
Germanny´s Dungeon Master Wallset v 3.0 -- Modding resource, wallset with items included.
DL: The Dungeon Master Wallset v 1.0 to v 3.0 at Grimrock Nexus

Listing of assets in the pack are included in the pdf manual download version 3.0!

Upload was sucessful!
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germanny
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by germanny »

If you test the dungeon, please give feedback!
I know it is a bit boring to the end, but time is always an issue.
Much assets are not showing up here, i find myself confused confronting the whole..
Will update sometimes.
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lexdr
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by lexdr »

Hi Germanny, Great Work!

A cosmetic improvement can be the spawning of new dm_water_tile in the flooded level when doors open, or destroy existing ones.
You could also add sounds when you move in the flooded area, such as:

Code: Select all

cloneObject{
	name = "party",
	baseObject = "party",
	onMove = function(party, dir)
		if party.level == 2 then
			playSoundAt("dm_waterflowin", party.level, party.x, party.y, party.facing)
		end
	end,
}
Lex
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Dr.Disaster
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by Dr.Disaster »

I like those new bone torches :D
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germanny
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by germanny »

lexdr wrote: A cosmetic improvement can be the spawning of new dm_water_tile in the flooded level when doors open, or destroy existing ones.
You could also add sounds when you move in the flooded area..
Lex
Thx, i thought of adding splash sounds, too. I found it too difficult to implement, because if there is no water, no sound. And if, it should do splash snd. Well, at least i want to release ASAP^^

Let me think:
Are the water tiles removed after you fixed the tube leak, activating the Main steam and the two drainage tubes with wheel_drainA + wheel_drainB ?
It should be, or does it not work?
And have you performance issues somewere? I guess at places with lights.
Dr.Disaster wrote:I like those new bone torches :D
:D :geek: Thanks, i noticed i have an error in the icon atlas, the torch flames are not transparent.. will fix the issue soon!
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Dr.Disaster
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by Dr.Disaster »

btw; didn't check yet: are those errors regarding the portculli door (can't reach thru) and the ornate door (can throw thru) fixed too?
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germanny
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Re: [Release] Dungeon Master wallset resorce v3.0

Post by germanny »

Dr.Disaster wrote:btw; didn't check yet: are those errors regarding the portculli door (can't reach thru) and the ornate door (can throw thru) fixed too?
Damn^^ I forgot about that..
For the portcullis, add

Code: Select all

sparse = true,
to the door definitions.
I have an entry doubleDoor = false, there, i think it is not needed, so i overwrite it with sparse = true, .
The ornate door problem, i have no idea why this is happening..
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