SP Native Catacombs mod 0.91

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There will be limited item progression, the starting equipment will be what you use for most of the game, except for the end parts you'll have a chance to recieve this set of armor and weapon:


Two other starting classes,
ranger (medium-light armor, bow, short sword) and warrior (medium-heavy armor, crossbow, axe):


This is the error I'm getting:


I'm using the map.txt, parties.txt and module_info.txt created by the Map editor in place of the ones generated by python compiler. Could that be a problem?



 
Chel 说:
This is the error I'm getting:


I'm using the map.txt, parties.txt and module_info.txt created by the Map editor in place of the ones generated by python compiler. Could that be a problem?

No, this looks more like the old collision mesh problem. Does this happen when you enter a scene with custom props that have custom collision meshes? Are you using an older version of BRFEdit to import these custom collision meshes? Thor's only recently fixed this bug; try updating your BRFEdit and reimporting the collisions.

If that doesn't work, use fisheye's mesh2manifold tool to create your collision meshes. It has always made working ones for me when BRFEdit's imports kept throwing up manifold errors.

Godlessly,
Winter
 
My hunch is the map is corrupted somehow.

The error message is different from the scene manifold errors.
 
fisheye 说:
My hunch is the map is corrupted somehow.

The error message is different from the scene manifold errors.

You may be right, but that error message looks damned familiar.

Let's hope you're not; the collisions problem would be a damn sight easier for Chel to fix than a corrupted map.

Navigably,
Winter
 
Perhaps you have units spawning on impassible tiles, due to spawn location parties placed on them? We had a problem like that with the custom map for the AoA mod, where spawn location parties were not displayed in the map editor for some reason, but were incidentally located in the middle of the map on mountain tiles. By using the Ctrl+T cheat in-game I was able to see a large mass of stuck parties in that spot.
It was odd, because even with the multiple parties stuck there it would sometimes last many game hours before crashing, but sometimes crash within an hour or two.
 
I didn't make any custom collision meshes, so I don't think that is the problem. And the errors comes up at random times on the world map, not when entering a scene.

Units spawning on impassible tiles sounds more like it.
What I did was create a new map filled with water, made a small island and moved all the vanilla game's towns and spawn points there. Then created my map and added 8 new spawn points to it. I'll check to see if there are some parties spawning in the water.

Thanks for the help guys.
 
Chel 说:
The map looks like this:

Are you going to keep the spawn points as they are, or is this just for illustration purposes?

And a minor suggestion: I think that bluish concept would not be the best choice for the warrior.
 
No, the spawn points are going to be distributed over the catacombs.
And I might redo the blue, gotta find a good look for him.
 
The error means there are parties spawning on impassible tile indeed, in this case water. Parties spawn around a spawn point, not exactly at it, so maybe you should move them from the borders a bit. I had the same problem with it.

edit: Looking great by the way :smile: (as usual!)
 
The Mount&Blade Roguelike -- astounding!

(However, I think we need a new release soon, if the community is getting restless enough to start doing things like this... :smile:)

It may not be much of a contribution to the thread, but you have my enthusiasm and support. If you need any help with coding, particularly the data-structures side of it, I'll be glad to provide it -- though if you want to do random maps and need help on them, I need hardly tell you that Fisheye would be a better collaborator... :smile:

Either way, I look forward to seeing a release...
 
Thanks Raz and ex.

I was nearly done with the initial idea I had in mind, but now I think I'm going to expand on it before releasing a test version and include a more complete set of items, more enemies, and most importantly a different balancing approach. So the release will be delayed, for how long depends on my free time schedule over the next couple weeks.

If anyone played Dungeon Crawl, that's the kind of thing I have in mind. No overhead world, one dungeon, well balanced classes and items, no possibility to level up as much as you want on weaker enemies (because the respawn rate is so low and your time is limited by food quantity) forcing the player to progress all the time.

In the true spirit of roguelikes -- a the lack of proper graphics:  I could have river pirates running around as 'Dragons' and 'Ogres' :grin:
But I probably won't do that.
 
Chel 说:
In the true spirit of roguelikes -- a the lack of proper graphics:  I could have river pirates running around as 'Dragons' and 'Ogres' :grin:
But I probably won't do that.
So the character party will be represented with a white "@" moving around, and we know to run away if we see a red "D" party coming towards us? :wink:
 
Janus 说:
So the character party will be represented with a white "@" moving around, and we know to run away if we see a red "D" party coming towards us? :wink:

That would be awesome.

NetHackingly,
Winter
 
Ha-ha, yeah that would be funny.
And we'd also need armor meshes in the shapes of giant colored letters!
 
Winter 说:
Janus 说:
So the character party will be represented with a white "@" moving around, and we know to run away if we see a red "D" party coming towards us? :wink:

That would be awesome.

NetHackingly,
Winter

I agree. However, I doubt M&B could ever get close to the peyote-fueled moments a big dose of Nethack provides. That is, unless Taleworlds finds the way to have Satan-worshipping shapeshifters crashing into kitchen sinks while flying away from pissed-off mushroom-distorted Keystone Kops storming thru underground caves.
Even so, it would be great to have a rogue-like mod. I liked fisheye`s idea best, but Chel`s idea`s groovy too. I`m looking fordward for the first release.
 
Just thought I'd offer an insight on how annoying Rougelikes can be:

11:00 Started Angbad frm the start, with a High-Elf Mage
11:28 Got to the 60th level of the dungeon
11:29 Got killed by a trap, had to start again :mad:

Can we copy that frustration smehow, by finding a way to delete their savegames? :razz:
 
Deleting saved games... haha. You save it right before you start a boss battle, and then you die... to find that your saved games were "mysteriously deleted" by some unknown being named chel....
 
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