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Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Fri Jun 20, 2014 5:05 pm
by dzusikar
spectre900 wrote:
dzusikar wrote:Hi,

Im stuck @ level 7 - The Pits.

i dont know what to do. I fell down the pits, teleported back and im unable to go thru the western doors at the pit room (they stay closed) - I found a note but no clue what to do anyway.. :/ Thanks, BTW Great mod, puzzles are really neat.

Dzusikar
hey there, glad you are liking the mod so far.

Ah yes, the dreaded pit level. Lets just say you will need a lot of patience here (might even be wise to not use the torch too much here). To proceed you need to go through the.... western path, I think. The pits there will close up, you just need to wait a bit. (they don't run on regular timers so it can be pretty random)

Good luck!
.. I stayed at the western doors and nothing happens - you REALLY mean that I have to wait for example 30 min - 1 hour to get this door opened ?

Thanks for reply

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Sat Jun 21, 2014 2:28 pm
by spectre900
dzusikar wrote:
spectre900 wrote:
dzusikar wrote:Hi,

Im stuck @ level 7 - The Pits.

i dont know what to do. I fell down the pits, teleported back and im unable to go thru the western doors at the pit room (they stay closed) - I found a note but no clue what to do anyway.. :/ Thanks, BTW Great mod, puzzles are really neat.

Dzusikar
hey there, glad you are liking the mod so far.

Ah yes, the dreaded pit level. Lets just say you will need a lot of patience here (might even be wise to not use the torch too much here). To proceed you need to go through the.... western path, I think. The pits there will close up, you just need to wait a bit. (they don't run on regular timers so it can be pretty random)

Good luck!
.. I stayed at the western doors and nothing happens - you REALLY mean that I have to wait for example 30 min - 1 hour to get this door opened ?

Thanks for reply
Oh wait, sorry! I meant the Eastern path. Why did I type western??? >.< Well you have to cross the pits on the right hand side. Sorry about that. :(

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Sat Jun 28, 2014 11:08 am
by dzusikar
Hmmm in that pit room eastern and northern paths (doors) requires key , but only western is accessible without key, but those door stay closed, even when I tried to wait some time. still no luck...

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Sat Jun 28, 2014 4:41 pm
by spectre900
dzusikar wrote:Hmmm in that pit room eastern and northern paths (doors) requires key , but only western is accessible without key, but those door stay closed, even when I tried to wait some time. still no luck...
Hmm...
SpoilerShow
After you pass through the 3 of them the path splits in two, the southern path leads to an optional puzzle room with a staff and a hidden timing puzzle. To the north there is a big room with moving pits that you have to watch out for and 3 doors (I guess this is where you are now?). 1 which you need an iron key for (it's lying around somewhere in the area) and one that you need a round key for. The last door is closed and will open by pressing a button located in the round key room.
Hope that helps.

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Sun Jun 29, 2014 10:51 pm
by dzusikar
Oh, Im Idiot, sry to bother you with this... I already had an Iron key, i haven't noticed, so problem is , of course, gone.. :) thank you for your patience, If I have to ask you for a help in future, I'll triple check my inventory...

Thx,
L.

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Fri Jul 11, 2014 12:12 pm
by dzusikar
okay, nice mod, thanks for your help, but for me its impossible to beat.
SpoilerShow
Im not able to kill those 4 soldiers, Cube always kill me :(
But anyway thansk for this dungeon, I really had a nice time playing it..

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Fri Jul 11, 2014 1:13 pm
by spectre900
dzusikar wrote:okay, nice mod, thanks for your help, but for me its impossible to beat.
SpoilerShow
Im not able to kill those 4 soldiers, Cube always kill me :(
But anyway thansk for this dungeon, I really had a nice time playing it..
SpoilerShow
Ah yeah, they can be a bit hard to kill. Best thing is if you have some charges left on the shock staff or lightning sword or even some bombs to throw at them. A powerful magic spell should help dispatch them fairly quickly as well. Getting there quick enough does take some micro-management I will admit and even some lucky hits for quick kills. But yeah, you pretty much finished the dungeon so you are not really missing much beyond that point.
Thank you for playing it through. If you have any feedback or suggestions that would be appreciated, it could always help make a better dungeon next time!

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Tue Jul 29, 2014 3:57 am
by spectre900
Could anyone help me identify a problem?

I edited an existing asset to make a custom model for a pit to give it a different "floor" around it and in the editor the thing works fine and looks good. but when I exported the mod and tried to launch it from within the game, it crashes.

This is the error message I get.

Image

And this is the "object" I have in the Lua file for custom pit-floor.

Code: Select all

defineObject{
	name = "temple_bridge",
	class = "Pit",
	model = "mod_assets/models/bridge_stepb.fbx",
	trapDoorModel = "assets/models/env/temple_pit_trapdoor.fbx",
	openAnim = "assets/animations/env/temple_pit_trapdoor_open.fbx",
	closeAnim = "assets/animations/env/temple_pit_trapdoor_close.fbx",
	placement = "floor",
	editorIcon = 40,
}
Anyone know what the issue is?

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Tue Jul 29, 2014 5:51 am
by minmay
Looks like a case mismatch. Make sure the file is called "bridge_stepb.model" and not "Bridge_Stepb.model" or "bridge_stepb.MODEL" or anything like that.

Re: [mod] DawnTower - The Escape 1.3.6 Final+

Posted: Tue Jul 29, 2014 1:49 pm
by spectre900
minmay wrote:Looks like a case mismatch. Make sure the file is called "bridge_stepb.model" and not "Bridge_Stepb.model" or "bridge_stepb.MODEL" or anything like that.
Argh, that was the problem, thanks. >.<

Anyways, second part is coming along nicely with around 12'ish floors so far, still feels a bit short tho. Just need a few more levels and challenges and puzzles and areas to explore and a boss level to figure out and.... dang that's a lot still. ^^;

Oh, and while I'm posting, would anyone be willing to help me test the dungeon?