Question for learning to make a module.
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Re: Question for learning to make a module.
But other wilderness zones don't have a starting x and y... no?
Regardless, it's not that. Still doesn't work.
Regardless, it's not that. Still doesn't work.
Re: Question for learning to make a module.
On a hunch, I loaded both the wilderness zone and wilderness map from my module to broken bottle. Then altered the starting room there to link straight to the wilderness.
It works in broken bottle, but not in my module. What else am I missing? Maybe I need to change another file somewhere?
It works in broken bottle, but not in my module. What else am I missing? Maybe I need to change another file somewhere?
Re: Question for learning to make a module.
Hmm, odd... You want to post a zip of your module and I can have a look?
Re: Question for learning to make a module.
Here you go.
I'm seriously stumped.
I'm seriously stumped.
- Attachments
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- dynasty.rar
- (35.02 KiB) Downloaded 212 times
Re: Question for learning to make a module.
Can you do it in zip? I can't access rars from where I am right now.
Re: Question for learning to make a module.
Hopefully. Here.
- Attachments
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- dynasty.zip
- (37.78 KiB) Downloaded 211 times
Re: Question for learning to make a module.
Hrm... odd. Do you have a backup of a previous version that does work?
Re: Question for learning to make a module.
It never did work. What did work is removing the < in the temple map file and commenting its corresponding definetile statement. Which is not exactly what I want since I eventually want to be able to get up to a wilderness map.
Maybe there's a mistake in the grid file? I'll look.
Maybe there's a mistake in the grid file? I'll look.
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- Wayist
- Posts: 25
- Joined: Mon May 23, 2011 12:32 am
Re: Question for learning to make a module.
How difficult is it, in T-Engine, to reference areas other than those the player is in? Could you easily have, say, a mob moving intelligently through terrain on a map that isn't in play? I note that, in ToME, the player's absence makes everything freeze... probably for memory reasons?
Re: Question for learning to make a module.
My guess is that it is very, very difficult. I think there are a lot of clever ways to simulate enemies following the player through level changes that would look just the same to a player.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Question for learning to make a module.
Kats wrote:It never did work. What did work is removing the < in the temple map file and commenting its corresponding definetile statement. Which is not exactly what I want since I eventually want to be able to get up to a wilderness map.
Maybe there's a mistake in the grid file? I'll look.
DarkGod fixed the problem for me. It was a spelling error!
Re: Question for learning to make a module.
Ah! Glad it got sorted. Typos are the bane of lua coding :/