[MOD] Eye of the Dragon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Drakkan
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Re: [MOD] Eye of the Dragon - version 4 released

Post by Drakkan »

Hi everyone. I have finished testing of version 5. Now I am making minor corrections, so the dungeon is going to be ready soon !

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Eye of the Atlantis
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Drakkan
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Re: [MOD] Eye of the Dragon - version 5

Post by Drakkan »

version 5 uploaded. I will upload it on nexus soon as well I hope. Enjoy, let me know if you find any bug, or just provide me with any feedback :)
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Eye of the Atlantis
TRANG
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Re: [MOD] Eye of the Dragon - version 5

Post by TRANG »

Hello.

Thanks for your work :D
One question:
i.m playing now version 4, how i make to put version 5 and dont losse my savegames?

Thank in advadce and sorry for my english
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Drakkan
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Re: [MOD] Eye of the Dragon - version 5

Post by Drakkan »

TRANG wrote:Hello.

Thanks for your work :D
One question:
i.m playing now version 4, how i make to put version 5 and dont losse my savegames?

Thank in advadce and sorry for my english
Hello. it is not possible as there is too much changes... if you want start version 5, you need start from begining.
Breath from the unpromising waters.
Eye of the Atlantis
TRANG
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Re: [MOD] Eye of the Dragon - version 5

Post by TRANG »

ok, thanks.

Them i play it again.
Thatguy
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Re: [MOD] Eye of the Dragon - version 5

Post by Thatguy »

oy Drakkan , you think you could send your Controlling Looping Sounds System script? the one Batty showed wasn't enough for me to understand it , welp, I have invisible sounds doors that work fine at least... But, would need a more concrete example to help me... also , keep up the good work , your dungeon is really well made =].
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Drakkan
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Re: [MOD] Eye of the Dragon - version 5

Post by Drakkan »

Thatguy wrote:oy Drakkan , you think you could send your Controlling Looping Sounds System script? the one Batty showed wasn't enough for me to understand it , welp, I have invisible sounds doors that work fine at least... But, would need a more concrete example to help me... also , keep up the good work , your dungeon is really well made =].
hello man. I have used what Batty has invented, just little "easier". You need insert what you want as sound in your object.lua as door, for example you want play waterfall (you need these sounds defined as well in your sounds.lua)

cloneObject{
name = "sound_waterfall",
baseObject = "dungeon_door_portcullis",
openSound = "sx_waterfall",
closeSound = "silence",
lockSound = "sx_waterfall",
}

then you just place this object in the editor where you want to play it and activate it somehow (plate, script etc...) and then also deactivate it when leaving the level (or in next floor, etc...) so the sound will not be hearable across the levels. Or you can just destroy that sound object (function destroy()), so you do not need silence sound.
Of course you want the door to be invisible, read Battys instruction how to do that. I avoid that, just placing the door object behind the secret wall, you can hear the sound this way as well. I was not able to do with it something better, so adress Batty if you want something more "clever" :) hope that helped a little.
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Eye of the Atlantis
Thatguy
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Re: [MOD] Eye of the Dragon - version 5

Post by Thatguy »

hurmm im able to hear my sounds when my invisible doors open hehe but... its this part i wasnt able to integrate properly...

Code: Select all

    function restoreSound(current)      
       local l, x, y
       for sound, state in pairs(sounds[current]) do
          if state == "on" then
             l = findEntity(sound).level
             x = findEntity(sound).x
             y = findEntity(sound).y      
             for entity in entitiesAt(l, x, y) do      
                if entity.name == findEntity(sound).name then      
                   entity:setDoorState("closed")
                   entity:open()         
                end         
             end   
          end      
       end
    end

    sounds = { [1] = { },
               [2] = { },
               [3] = { } }
          
    function soundStateOn(id, l)
       sounds[l][id] = "on"
    end

    function soundStateOff(id, l)
       sounds[l][id] = "off"
    end

    function startSound(sound, l, x, y, f, id)
       spawn(sound, l, x, y, f, id):open()
       soundStateOn(id, l)   
    end

    function stopSound(id)
       soundStateOff(id, findEntity(id).level)
       findEntity(id):destroy()
    end
did you used this part in your scripts?

Edit: yup , looks like if im able to fix this one i would need to simply make a list of sounds that would automaticly restart on saves reloading and when you fall into a pit and return back on the floor you were..
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Drakkan
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Re: [MOD] Eye of the Dragon - version 5

Post by Drakkan »

Thatguy wrote:hurmm im able to hear my sounds when my invisible doors open hehe but... its this part i wasnt able to integrate properly...

Code: Select all

    function restoreSound(current)      
       local l, x, y
       for sound, state in pairs(sounds[current]) do
          if state == "on" then
             l = findEntity(sound).level
             x = findEntity(sound).x
             y = findEntity(sound).y      
             for entity in entitiesAt(l, x, y) do      
                if entity.name == findEntity(sound).name then      
                   entity:setDoorState("closed")
                   entity:open()         
                end         
             end   
          end      
       end
    end

    sounds = { [1] = { },
               [2] = { },
               [3] = { } }
          
    function soundStateOn(id, l)
       sounds[l][id] = "on"
    end

    function soundStateOff(id, l)
       sounds[l][id] = "off"
    end

    function startSound(sound, l, x, y, f, id)
       spawn(sound, l, x, y, f, id):open()
       soundStateOn(id, l)   
    end

    function stopSound(id)
       soundStateOff(id, findEntity(id).level)
       findEntity(id):destroy()
    end
did you used this part in your scripts?

Edit: yup , looks like if im able to fix this one i would need to simply make a list of sounds that would automaticly restart on saves reloading and when you fall into a pit and return back on the floor you were..
nope I did not. YOu need ask some scripter about this, this is too way complicated for me :)
Breath from the unpromising waters.
Eye of the Atlantis
Thatguy
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Re: [MOD] Eye of the Dragon - version 5

Post by Thatguy »

aw , oki then thx for yer time.
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