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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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Asteroth » Wed Dec 26, 2012 6:35 am

Merry Christmas! As a very small gift to you all here are screenshots to my dungeon:
SpoilerShow
Image
SpoilerShow
Image
It was very hard to choose images, as I had already posted pics of almost all of my assets.
In the end I found two scenes that really have spirit. So that fulfills a long forgotten request by
neikun and kuningas.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250

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Arkos
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Arkos » Wed Dec 26, 2012 12:27 pm

This looks awesome! I can't wait!

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Asteroth
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Asteroth » Fri Dec 28, 2012 8:18 am

Alright, this will be one of my last questions for this mod.(yes you may get a break soon msyblade ;) ,Until then MOAR CODING :twisted: ).
Is there any way I can script an item to change the name of first character to equip/pickup the item? In this case a sword. But not future users. I'm taking this precaution merely so my poor players don't accidentaly change everybodies name to the same thing.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250

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msyblade
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by msyblade » Fri Dec 28, 2012 8:37 am

Hmm, do you have it where it changes the names at all yet? If so, I would think that a double counter setup could be used with the onEquip hook. onEquip decrement counter A, which connects to counter B which sets off the change name script. Then when its equipped again, counter B cannot be tripped by the hook, just counter A again and again, not triggering script. I'm going to bed now, but if no one figures it out tnite I will look at it tomorrow afternoon for ya. And really I don't mind helping, makes me feel useful.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades

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Asteroth
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Asteroth » Sat Dec 29, 2012 12:32 pm

Well I set up a script. things went... interesting.
For items.lua, under the swords entry, I have:

Code: Select all

                onEquipItem = function(champion,slot)
                   name_counter:decrement()
                end,
(actual counter name witheld)
In the editor I have set up: name_counter, name_counter_2, and a script enity.
Name_counter has a connector to name_counter_2 which has a connector to the script entity.(both counters have values of 1)
The script entity reads the following, I did not expect it to even be accepted as I made most of it up as I went:

Code: Select all

function namer()
   if name_counter_2:getValue() == 0 and
   champion:getItem(7) or
   champion:getItem(8) == "name_blade" then
   champion:setName(name)
   end
end
The strange thing is the game accepted that, well the sword and name are different but you get the meaning. However, since that can't be right, if I actually pick up the sword the game immediately crashes with no error message even(simply shuts off). I'm almost tempted to believe that the sheer badness of the coding boggles it. Anybody have ideas?
Last edited by Asteroth on Sun Dec 30, 2012 2:23 pm, edited 2 times in total.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250

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msyblade
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by msyblade » Sat Dec 29, 2012 4:51 pm

Wow Asteroth, you really ran with it! That is so great. I'm not sure of the code syntax for this, I'd have to find it around here just like you (or get help from someone who actually knows what they're talking about) but a couple of points.

The double counter setup is unnecessary, there is nothing incrementing the first counter, so it won't activate multiple times. (Realized that lying in bed after posting. If you can get that script to work, the way you're doing it should work perfect.

diarmuid is finishing up a framework for "cursed" items that cannot be removed once worn. It is a possible work around for you so thought id point to it.

viewtopic.php?f=14&t=4637
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades

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Asteroth
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Asteroth » Sun Dec 30, 2012 11:56 am

Than you very much for bringing that to my attention! The sword fits excellently as a cursed item. The code works like a charm in most ways.
I equip it, the name changes, but now instead of on equiping the blade. The game crashes when I UNequip it(no error messages)! :lol:
Any one have ideas. The in game script is copied straight from the link msyblade gave me. I started just after the onequip one though, as I am using the unequip only. The Items.lua code now is:

Code: Select all

                onEquipItem = function(champion,slot)
                   champion:setName("Name")
                end,
                onUnequipItem = function(champion, slot)
                   if slot == 7 or
                   slot == 8 then
                   equipStopper.stopUnequip(champion, slot)
                   end
                end,
Edit: Oh I left in, timersTable = {} so no code left out.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250

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Asteroth
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Asteroth » Mon Dec 31, 2012 1:40 pm

Okay, this is now the final call. The dungeon is done and I scripted all the final scene on my own.
All I need to ask is: How would I disable the light spell, preferably to play a message(explaining why it doesn't work)?

Then it's on to testers.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250

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msyblade
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by msyblade » Mon Dec 31, 2012 5:07 pm

Believe it or not, I don't just roam around the forums waiting for an asteroth post, even if it sometimes seems like that's whats happening,lol. Think I just get ready for work shortly after you post. This thread was around a few days ago about killing the light spell.

viewtopic.php?f=14&t=4543
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades

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Asteroth
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Re: Mod [WIP] The Rise of Simon {screenshots}

Post by Asteroth » Tue Jan 01, 2013 7:34 am

Thank you. that thread worked like a charm.
I now declare this complete! After 2 months and 7 days of work.
To make for a nicely complete version on release I would like to call for someone with the free time to do a test run quickly.(I am seeking a opinion other than my own as to it's viability.) Some things to look out for, and some things to remember:
-I especially want to know if I should add more equipment or move items around. It is supposed to be scarce, but not painful.
-Remember The extreme darkness is deliberate.
-Feel free to give feedback on story.
-Food is very scarce. This is on purpose. Tell me if more is needed though. Bearing in mind that one should not dawdle too much.
-It is a total of 8 floors technically but more like 5 in run time.

PM me and I can E-mail the file.
Also an intro and outro should play. Inform me if that does not work, they are plot critical.
If know one has time. I can just release it as is. I am pretty confident that I worked out all the kinks.(and made all the door openable unlike that christmas debacle :lol: )

Final point. If you know any nice looking images of people in black platemail that aren't engaged in any fight i.e. they are pretty much the only thing in the picture. That are fair game to use, tell me, I unfortunately don't have the time to scrounge for a custom end picture.Faaar from neccesary though. :lol:
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250

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