Page 4 of 6
Re: [Release] Dungeon Master wallset resorce v2.0
Posted: Mon Dec 23, 2013 6:45 pm
by JohnWordsworth
Fantastic set, thanks for sharing Germanny.
Re: [Release] Dungeon Master wallset resorce v2.0
Posted: Mon Dec 23, 2013 9:24 pm
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.
Re: [Release] Dungeon Master wallset resorce v2.0
Posted: Fri Dec 27, 2013 9:40 am
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.
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Sun Mar 30, 2014 6:32 pm
by germanny
Version v3.0 Released (March.30, 2014)!
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!
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Sun Mar 30, 2014 9:38 pm
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.
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Mon Mar 31, 2014 8:58 pm
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
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Mon Mar 31, 2014 9:10 pm
by Dr.Disaster
I like those new bone torches
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Mon Mar 31, 2014 9:17 pm
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
Thanks, i noticed i have an error in the icon atlas, the torch flames are not transparent.. will fix the issue soon!
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Mon Mar 31, 2014 9:20 pm
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?
Re: [Release] Dungeon Master wallset resorce v3.0
Posted: Mon Mar 31, 2014 9:51 pm
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
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..