[ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

Post by akroma222 » Mon Mar 27, 2017 11:01 pm

zimberzimber wrote: Final update coming soon, packing some awesome treats for y'all to use.
After that and a small minor thing I'm working on outside of Grimrock, I am finally going to start my own custom scenario! \o/
Looking forward to it Champ! :D :D

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

Post by zimberzimber » Sat Apr 01, 2017 10:23 pm

AndakRainor wrote:Simply amazing idea :D
Could it be possible to do the same for insectoids since we have insect monsters models available too? ;)
(Minotaurs and humans would be more difficult to make)
Sadly I won't be making an Insectoid because I can't get it to look right.
But, the Lizard Wizard is complete (even though hands remain in human shape, they can still be customized with a different material)
I just got one list thing to do before v1.10 is complete :P
My asset pack [v1.10]
Features a bit of everything! :D

Cashpwns
Posts: 11
Joined: Tue Oct 11, 2016 4:19 am

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

Post by Cashpwns » Sat Apr 29, 2017 5:06 am

So, I have abit of a bug with these assets that might just be conflicting with GrimTK, or just not working properly. It's this error below when I get when I preview.

Code: Select all

mod_assets/zim_assets/zim_party.lua:14:  attempt to index global 'zim_functions' (a nil value)
stack traceback:
mod_assets/zim_assets/zim_party.lua:14: in function <mod_assets/zim_assets/zim_party.lua:13>
[string "Component.lua"]: in function 'callHook'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "DungeonEditor.lua"] in mian chunk
[C]: in function 'xpcall'
[string "DungeonEditor.lua"]: in function 'preview'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk 

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

Post by zimberzimber » Sat Apr 29, 2017 1:16 pm

Have you placed the 'zimscripts' object on the map?
(I might have forgotten to tell the users you have to place that object)
My asset pack [v1.10]
Features a bit of everything! :D

Cashpwns
Posts: 11
Joined: Tue Oct 11, 2016 4:19 am

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

Post by Cashpwns » Sat Apr 29, 2017 9:37 pm

zimberzimber wrote:Have you placed the 'zimscripts' object on the map?
(I might have forgotten to tell the users you have to place that object)
Hm, yeah, that might have been it.

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

[ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Post by zimberzimber » Fri Aug 18, 2017 8:17 pm

Skuggasveinn has answered my call for help with the Vampire and Human Archer retexturing, and now they're rocking new awesome looks, thanks a lot!

Updated to v1.10 with whatever was in it.
Changelog link on first page.

On a sadder note - I've completely abandoned modding Grimrock, and moved on to more lively things. Grimrock just feels dead to me, and I can't muster any motivation to keep working on it.
I have an abandoned dungeon project will all sorts of stuff in it with more stuff I initially wanted to add to the asset pack, but I just don't want to do anything anymore, and I can't just publish it because it has assets not related to me.

If someone is interested in ripping or going through what that project has, send me a PM and I'll just send you the file. (Might take some time before I answer though)
Things included in the project but not the asset pack are...

- A nice example on how you can mass define a shit load of objects, where saved time and effort grows exponentially with each definition.
- Mines and a bunch of new bomb types
- Some notes on things I've wanted to add scattered around some files

- A different potion progression system
(16 new potions + 7 rewritten vanilla potions) * 3 grades * 3 sizes

- A whole bunch of conditions
Also rewritten vanilla conditions to fit the new system

- Custom damage, healing, energy regain, and death filters
With room for interactions based on source like +50% healing from potion sources with fast metabolism, or the possibility to interact with a melee attacking monster like returning a % of the damage taken by a champion under certain conditions

- Custom damage splashes for each damage type
https://www.youtube.com/watch?v=kEx8ASj3Yvc

It has been a pleasure modding with you all, best of luck on all of your future projects! :D
My asset pack [v1.10]
Features a bit of everything! :D

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akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by akroma222 » Fri Aug 18, 2017 8:44 pm

zimberzimber wrote:On a sadder note - I've completely abandoned modding Grimrock, and moved on to more lively things. Grimrock just feels dead to me, and I can't muster any motivation to keep working on it.
I have an abandoned dungeon project will all sorts of stuff in it with more stuff I initially wanted to add to the asset pack, but I just don't want to do anything anymore, and I can't just publish it because it has assets not related to me.
This is a Sad day indeed man....

I hear you though, motivation is waning and you have options with other projects too
I can only hope you will come back to us if / when those fires get stoked :)
The community will be 1 less Champion without you Zimber

Stay in touch buddy, and thanks for all your help hey ;) :D

Akroma

Slayer82
Posts: 300
Joined: Thu Feb 05, 2015 10:19 am

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by Slayer82 » Mon Jan 08, 2018 12:08 pm

Hey, Zimber.

It's good to see that you're back here.
I hope everything's being going well for you.

The reason why I'm messaging you is because I have an odd error message when I attempt to test my new mod with your assets. I attempted to PM you, but it wouldn't send for some reason.
The error in question states 'Warning! Game object property not saved: scope_camera.camera.camera'.

This error occurs when I save the game for testing, but it does not cause the mod to crash. It is odd because I have not added the scope or the camera within the mod.
Initially, I attempted to add it so that the white error would disappear, but that didn't do anything.

It's not mod-breaking, but I am still wondering why this error occurs. Every other asset within your pack works well, but I'm stumped at this error.

One more thing, I was also wondering why the vampires feet are sunken into the floor assets. Is this supposes to be on purpose?
Please don't misinterpret my queries as complaints, because they aren't - I am just requesting some assistance with the above two issues.

On a side note, the assets you have made are excellent, and along with Vanblam's assets, have really motivated me to make this mod; good work!
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

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akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by akroma222 » Wed Jan 10, 2018 6:41 pm

Hey Slayer,
these are the defs I have from Zimber's asset pack:
SpoilerShow

Code: Select all

---------------------------
---------- v1.10 ----------
---------------------------

--	Scope - Can now be used to see further with a right click!
defineObject{
	name = "scope",
	baseObject = "base_item",
	components = {
		{
			class = "Model",
			model = "assets/models/items/scope.fbx",
			staticShadow = true,
		},
		{
			class = "Item",
			uiName = "Scope",
			gfxIndex = 336,
			weight = 0.7,
			primaryAction = "zoomIn",
			secondaryAction = "adjustZoom",
			description = "A delicate instrument that greatly enhances clarity of sight.",
		},
		{
			class = "ItemAction",
			name = "zoomIn",
			gameEffect = "See further in the parties current direction.",
			cooldown = 2.5,
			onAttack = function(self, champion, slot, chainIndex)
				local camera = findEntity("scope_camera")
				if camera then
					if party.isScoped:isEnabled() then
						camera.script.disableCamera()
					else
						camera.script.enableCamera()
					end
				else
					print("ERROR - Missing 'scope_camera' object!")
				end
			end,
		},
		{
			class = "ItemAction",
			name = "adjustZoom",
			uiName = "Adjust Zoom",
			gameEffect = "Adjust how far can you see through the scope. Zoom level - 3",
			cooldown = 0.2,
			buildup = 0.25,
			onAttack = function(self, champion, slot, chainIndex)
				playSound("zoom")
				local camera = findEntity("scope_camera")
				if camera then
					local zoom = camera.zoomLevel:getValue()
					if zoom == 5 then
						camera.zoomLevel:setValue(2)
						self:setGameEffect("Adjust how far can you see through the scope. Zoom level - ".. 2)
					else
						camera.zoomLevel:setValue(zoom + 1)
						self:setGameEffect("Adjust how far can you see through the scope. Zoom level - "..zoom+1)
					end
				else
					print("ERROR - Missing 'scope_camera' object!")
				end
			end,
		},
	},
}

--	Scope Camera - Used by the scope
--			Due to how this works, you will not see anything between you and the party, 
defineObject{
	name = "scope_camera",
	components = {
		{
			class = "Camera",
			name = "camera",
			fov = 50,
			onInit = function(self) self.go:setSubtileOffset(0, 0) end,
			onUpdate = function(self)
				local t = math.noise(Time.currentTime() * 0.1) * 0.2
				local face = math.noise(Time.currentTime() * 0.1) * 1 + party.facing * -90
				local offsetX, offsetY = self.go:getSubtileOffset()
				
				self.go:setPosition(self.go.x, self.go.y, self.go.facing, party.elevation + 0.5 + t, self.go.level)
				self.go:setWorldRotationAngles(0, face, 0)
			end,
		},
		{
			class = "Null",
			name = "cameraState",
			enabled = false,
		},
		{
			class = "Counter",
			name = "zoomLevel",
			value = 3,
		},
		{
			class = "ScriptController",
			name = "controller",
		},
		{
			class = "Script",
			source = [[
function enableCamera()		-- Start
	local x,y,f,e,l = party.x, party.y, party.facing, party.elevation, party.level
	local dx,dy = getForward(f)
	self.go:setPosition(x, y, f, e, l)
	
	for i = 1,self.go.zoomLevel:getValue() do
		local o = party.map:checkObstacle(self.go, f)
		if not o then
			if not party.map:isBlocked(self.go.x + dx, self.go.y + dy, e) then
				self.go:setPosition(self.go.x+dx, self.go.y+dy, f, e, l)
			end
		end
	end
	
	GameMode.fadeOut(000000, 0.5)
	party.isScoped:enable()
	delayedCall(self.go.id, 0.75, "setCamera")
end

function setCamera()		-- Set camera
	playSound("zoom")
	GameMode.fadeIn(000000, 0.5)
	GameMode.setCamera(self.go.camera)
end

function disableCamera()	-- Camera fadeout
	GameMode.fadeOut(000000, 0.5)
	delayedCall(self.go.id, 0.75, "resetCamera")
end

function resetCamera()		-- End
	playSound("zoom")
	GameMode.setGameFlag("DisableMouseLook", false)
	GameMode.fadeIn(000000, 0.5)
	party.isScoped:disable()
	GameMode.setCamera(nil)
end
]]
		},
	},
	placement = "floor",
	editorIcon = 32,
}
And of course the "scope_camera" script object placed into the dungeon map (with the cameraState field unchecked)
All works fine for me.....

Curious..... the "scope_camera" script object does have a "CameraComponent"
....but that component doesnt have a "camera" field (ie scope_camera.camera.camera)
.... not sure how you are getting the error with "scope_camera.camera.camera" ??

User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by zimberzimber » Wed Jan 10, 2018 11:44 pm

Slayer82 wrote:One more thing, I was also wondering why the vampires feet are sunken into the floor assets. Is this supposes to be on purpose?
Please don't misinterpret my queries as complaints, because they aren't - I am just requesting some assistance with the above two issues.
If its on flat ground, then its because the mesh was altered a bit, and was probably moved downwards a bit by accident.
If on sloped ground, then its normal. It happens with all monsters since their animations are not dynamic to their surroundings.

IDK about the "camera.camera.camera" issue. But I'm pretty sure its something you did :?

Also I'm not back, I'm just dropping in sometimes because I'm bored :P
My asset pack [v1.10]
Features a bit of everything! :D

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