Question for learning to make a module.

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Kats
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Re: Question for learning to make a module.

#16 Post by Kats »

But other wilderness zones don't have a starting x and y... no?

Regardless, it's not that. Still doesn't work.

Kats
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Re: Question for learning to make a module.

#17 Post by Kats »

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?

Grey
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Re: Question for learning to make a module.

#18 Post by Grey »

Hmm, odd... You want to post a zip of your module and I can have a look?
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Kats
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Re: Question for learning to make a module.

#19 Post by Kats »

Here you go.

I'm seriously stumped.
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Grey
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Re: Question for learning to make a module.

#20 Post by Grey »

Can you do it in zip? I can't access rars from where I am right now.
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Kats
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Re: Question for learning to make a module.

#21 Post by Kats »

Hopefully. Here.
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Re: Question for learning to make a module.

#22 Post by Grey »

Hrm... odd. Do you have a backup of a previous version that does work?
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Kats
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Re: Question for learning to make a module.

#23 Post by Kats »

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.

Tasseographer
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Re: Question for learning to make a module.

#24 Post by Tasseographer »

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?

bricks
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Re: Question for learning to make a module.

#25 Post by bricks »

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).

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Re: Question for learning to make a module.

#26 Post by Kats »

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!

Grey
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Re: Question for learning to make a module.

#27 Post by Grey »

Ah! Glad it got sorted. Typos are the bane of lua coding :/
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