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Grimrock 1 Mega Pack [Alpha 2]

Posted: Sun Nov 20, 2016 6:19 am
by minmay
So, here's a public alpha of G1MP, a pack with almost all of the good Grimrock 1 assets converted to Grimrock 2, plus a few of the bad ones.
download (393 MB)
What's included:
  • Grimrock 1 Dungeon tileset with elevation support
    • Deep Dungeon
    • Northern Dungeon
  • Grimrock 1 Temple tileset with elevation support
    • Dark Temple
    • Dark Elf Temple
    • Deep Temple
    • Frozen Temple
    • High Temple
    • High Elf Temple
    • Southern Temple
  • Grimrock 1 Prison tileset with elevation support
    • Solaris Prison
  • Phitt's Mine tileset with elevation support
  • Grimrock 1 Town tileset with elevation support (and a great deal of cleanup)
  • The closest thing to Grimrock 1 altar behaviour that I could get (you can turn this off)
  • Phitt's Cozy Dungeons pack (tables, chairs, bookshelves)
  • Germanny and BuzzJ's desk
  • Grimrock 1 healing crystal
  • Merethif's tapestries
  • Skuggasveinn's extra secret doors
  • Skuggasveinn's extra lanterns
  • Skuggasveinn's extra statues
  • Skuggasveinn's fountains
  • LordYig's windows
  • Isaac's catwalks from ORRR2
  • Isaac's ornamental pillar
  • Items:
    • Grimrock 1 standard items
    • Radar6590's Chitin and Lurker gloves
    • Mutman's books
    • Phitt's Mine of Malan Vael weapons
    • John Wordsworth's Oriental Weapons Pack
    • Some choice ORRR2 items
    • Merethif's shields
    • LordYig's keys, gems, and locks
  • Monsters:
    • Grimrock 1 standard monsters, except for the Cube
    • Tursas' cultists (still need some sounds, but the gameplay side of them is finished)
    • A completely overhauled, Molt-inspired magma slime thingy
    • Redesigned ghostly skeletons (still need particle effects/lights)
    • Completely overhauled Slugomorg with a complete set of all-new animations, a complete set of all-new sounds, and a better normal map
    • Turn attacks for Goromorg, cultists, and guardians (you can turn this off)
  • All models and sounds have been cleaned up with improved geometry and shading, all items have been rebalanced, and there are various new models, sounds, textures, particle systems, and objects
This isn't going to get a full release, in retrospect the contents are pretty boring. Contrary to what the README suggests, the normal maps in this version are uncompressed (maybe a few are compressed, don't remember).

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 7:06 am
by Isaac
This is a wonderful piece of work! 8-) (Many months in the making?)

*For curiosity sake, why not the Cube?
I did make a map once, that had multiple cubes on it; impossible to fight, but possible to kill or trap via environmental features on the map.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 7:30 am
by minmay
Isaac wrote:(Many months in the making?)
Depends on how you look at it. The stuff in the zip file is the sum of about two weeks of work, converting stuff is pretty fast and all my modeling and animation work was pretty lazy. However, interspersed with that was a lot of work on Avenie's Awful Adventure, since that mod basically functions as the QA for the pack.
Isaac wrote:*For curiosity sake, why not the Cube?
From README.txt:

Code: Select all

Q: Will you implement the cube monster?
A: No, I think it's better if it's exclusive to Grimrock 1. Of course, I won't
   stop you from converting it yourself.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 9:49 am
by Duncan1246
minmay wrote:...Depends on how you look at it. The stuff in the zip file is the sum of about two weeks of work, converting stuff is pretty fast and all my modeling and animation work was pretty lazy. However, interspersed with that was a lot of work on Avenie's Awful Adventure, since that mod basically functions as the QA for the pack.
It's a must have, thanks Minmay!
Do you think a simple replacement in a mod already done could work without heavy changes of the scripts and so on?

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 11:00 am
by kelly1111
x-max came early this year !!!!
Thanks alot minmay - you made me very happy !

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 11:12 am
by minmay
Duncan1246 wrote:Do you think a simple replacement in a mod already done could work without heavy changes of the scripts and so on?
Yes.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 3:55 pm
by THOM
this is a great pack - thanks for all this work :!: :idea:

some comments after having a first glance at all this:

- at least in the test dungeon several skeletons are missing their textures
- the slugomorg is missing the slime_hit sound
- and where have you hidden the tentacles definition? can't find it in the files but the monster itself is present in the dungeon

more soon

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 4:16 pm
by Isaac
THOM wrote:- and where have you hidden the tentacles definition? can't find it in the files but the monster itself is present in the dungeon
It's in the standard LoG2 assets.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Sun Nov 20, 2016 9:14 pm
by minmay
THOM wrote:this is a great pack - thanks for all this work :!: :idea:

some comments after having a first glance at all this:

- at least in the test dungeon several skeletons are missing their textures
- the slugomorg is missing the slime_hit sound
- and where have you hidden the tentacles definition? can't find it in the files but the monster itself is present in the dungeon

more soon
Oh, I should have mentioned this in the original post: the included dungeon doesn't import all the standard textures and sounds used by the pack. You can do this:

Code: Select all

defineMaterial{
	name = "skeleton_bow",
	diffuseMap = "assets/textures/monsters/skeleton_warrior_bow_dif.tga",
	specularMap = "assets/textures/monsters/skeleton_warrior_bow_spec.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}
defineMaterial{
	name = "skeleton_warrior",
	diffuseMap = "assets/textures/monsters/skeleton_warrior_dif.tga",
	specularMap = "assets/textures/monsters/skeleton_warrior_spec.tga",
	normalMap = "assets/textures/monsters/skeleton_warrior_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 75,
	depthBias = 0,
}
defineSound{
	name = "slime_hit",
	filename = { 
		"assets/samples/weapons/hit_bone_01.wav",
		"assets/samples/weapons/hit_flesh_01.wav",
	},
	loop = false,
	volume = 1,
	minDistance = 1,
	maxDistance = 10,
}
or (if you don't mind being lazy and loading a bunch of textures etc. that you won't actually use) do this:

Code: Select all

import "assets/scripts/materials/monsters.lua"
import "assets/scripts/monsters/green_slime.lua"
I should probably add duplicate material/sound definitions to the relevant files.
As for the tentacles, the definition is so short that it lives in g1.lua like the skeleton warrior's. I should probably change that...

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Wed Nov 23, 2016 8:36 pm
by Killcannon
Whelp this just bloated my game files just that much more. <3 Awesome work! Can't wait for the full version!