Mod [Complete] The Rise of Simon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Asteroth
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Mod [Complete] The Rise of Simon

Post by Asteroth »

I have decided to call this project complete. It has been hard as hell but I pulled through.

This is what the mod is aiming for:

The Rise of Simon:

Atmospheric horrer dungeon with story.
6-7 floors (not including mini start floor).
Several unique monsters, assets, and custom wallset.
An accompanying short story to be found here:viewtopic.php?f=11&t=4730&p=49846#p49846

This is now complete. Here: http://grimrock.nexusmods.com/mods/165
Edit:On steam. Rock On.

Now with screenshots:
SpoilerShow
Image
Image
Last edited by Asteroth on Fri Jan 04, 2013 3:11 pm, edited 8 times in total.
I am the God of darkness and corruption.
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Asteroth
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Re: Mod [WIP] The Rise of Simon

Post by Asteroth »

Alright as I'm using this as my workshop I'd like to say I've finally brought the corrupt wallset to 1.3. It now includes Retextures of both secret buttons plus custom versions of the metal door, porticullis, and wooden door. The plain iron door is coded into object with corrupt doorframe.
I am the God of darkness and corruption.
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Asteroth
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Re: Mod [WIP] The Rise of Simon

Post by Asteroth »

Next update: I added bloody archers with custom bows to the blood warrior kit. Also included a swarm for the warriors. Only two as they are harder, you may want to set it to four for tougher dungeons.
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Neikun
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Re: Mod [WIP] The Rise of Simon

Post by Neikun »

Screenshots!
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Asteroth
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Re: Mod [WIP] The Rise of Simon

Post by Asteroth »

For which thing? The archers look pretty much the same as the warriors which I previously released here:http://grimrock.nexusmods.com/mods/77 and are now included with. If you mean the mod as a whole I can work on that. Though as a deliberate part of the atmosphere it is very dark. You've got pretty much one torch to work with, keep it as long as you can!
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Asteroth
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Re: Mod [WIP] The Rise of Simon

Post by Asteroth »

Okay, for the first time I have done a very small thing I didn't actually need for the mod. I updated the Corrupt weapons/dark plate packhttp://grimrock.nexusmods.com/mods/83 to include a short bow. Yes it is no coincidence this came right after the skeleton bow, I didn't know before that their texture are mutually compatible? Anyway I did need to make a new spec map. I did this in part because I remembered someone saying they wanted to see me make more. May do more in the future.
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Kuningas
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Re: Mod [WIP] The Rise of Simon

Post by Kuningas »

From the general atmosphere. Screenshots are a major selling point -- especially for horror mods. Something that gives an idea of the general atmosphere.

I like the idea of using Grimrock for horror, so that makes it doubly interesting for me.
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Asteroth
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Re: Mod [WIP] The Rise of Simon

Post by Asteroth »

Alright, I need help quick. Thank go I made this so I don't need to start ANOTHER 'help with alcove scripting' thread.
I made the following code so that when the party removes a skull(my custom blood soaked variety) from an alcove in the room the door shuts a spawner starts and a threatening message plays. I will be using the exact code except for the message, as well as giving all the points of error.

Code: Select all

function death()
   for i in skullcove:containedItems() do
      if i.name == "blood_soaked_skull" then
         spawnerb:deactivate()     --yes the name is spawnerb. I know deactivate isn't listed as a command, strangely the editor had no qualms
         break   --I have tried with and without break. no error here.
else
   d3:close() and    --unexpected symbol near 'and'. Which symbol?
   spawnerb:activate() and   --unexpected symbol near and.
   hudPrint("thisisreallythreateningstuff")   --<name> expected near '('. WTF?!
         end
      end
   end
That may have had typos. If you know of an better way to do that I would love it. I could do the same thing on removal of the skull differently
but that way would leave it so anything could replace it. Thanks in advance.(And probably after)
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msyblade
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Re: Mod [WIP] The Rise of Simon

Post by msyblade »

Think this will work buddy. You need to use a timer to activate/deactivate the spawner and itself instead of deactivating spawner, also, the "and" is not needed. Try this (after making a timer to control spawner)

Code: Select all

    function death()
       for i in skullcove:containedItems() do
          if i.name == "blood_soaked_skull" then
             timerb: deactivate()     
             break   
    else
       d3: close()     
       timerb: activate() 
       hudPrint ("thisisreallythreateningstuff")   --<name> expected near '('. WTF?!
             end
          end
       end
Reply with any errors and we will knock em out :)
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Asteroth
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Re: Mod [WIP] The Rise of Simon

Post by Asteroth »

Well, thanks. The code is now accepted. Note: you didn't have to repeat --<name> expected near '('. WTF?! What was causing that one?(obviously I added the wtf)
anyway the problem now is removing the skull does nothing. Does this not check if the item is gone only added?
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
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