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[MOD] Creepy Dungeon - v0.35
https://www.xmoonproductions.org/viewtopic.php?f=27&t=3492
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Author:  burning [ Sun Jan 04, 2015 6:32 am ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

Creepy wrote:
Overture wrote:
is there a way to remove the creatures while maintaining everything else about this mod?

Open "\init\stories\dungeon\objects\objects.dat", find and delete:

Code:
ttlarva_objecti TTLARVA1
{
  scene_id = DUNGEON1;
  waypoint = "table2Wp6b";
}

ttlarva_objecti TTLARVA2
{
  scene_id = DUNGEON1;
  waypoint = "table2Wp13";
}

ttgrappen_objecti TTGRAPPEN1
{
  scene_id = DUNGEON1;
  waypoint = "machine_wp";
}

ttgrappen_objecti TTGRAPPEN2
{
  scene_id = DUNGEON1;
  waypoint = "machine_wp";
}


Speaking of the creatures, is it possible to give them some "life", like they can move around on their own? Maybe even chase the girls around.

Author:  Creepy [ Sun Jan 04, 2015 1:32 pm ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

burning wrote:
Speaking of the creatures, is it possible to give them some "life", like they can move around on their own? Maybe even chase the girls around.

They are actually moving, just slowly. You can increase "move_speed" in "\init\std\base\object\ttgrappen\init.dat". Don't know how they decide where to go, I guess it's hardcoded.

Author:  manliocercato [ Sun Jan 04, 2015 8:06 pm ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

Hi
where do I have to insert the mod for to have individual reactions?
Thanks

Author:  Roggvir [ Mon Jan 05, 2015 6:18 am ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

mink2002 wrote:
Ok lets go !!! yea creepy,
dungeon v0.21 has a glich in or something...
Monica -n- saiko together fine, saiko alone is fine; But when I try Monica alone it kicks out..
Wondering what the hey?? Have to play with normal dungeon without your wonderful Mod's "frowney face" :? :cry:
Mink

Are you sure you didn't mean Saiko instead of Monica?
Because for me it is Saiko alone, that crashes the game.

Version 3.0 obviously, clean install.
Creepy Dungeon 0.2, patched to 0.21.
...Saiko + Monica = OK
...Monica alone = OK
...Saiko alone = Game crashes (no error message given)

Author:  Pickled Cow [ Mon Jan 05, 2015 10:23 pm ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

Roggvir wrote:
mink2002 wrote:
Game crashes (no error message given)


Did you check the end of trace file after a crash? The reason why XSP crashes is usually recorded there.

Author:  Roggvir [ Mon Jan 05, 2015 10:31 pm ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

Pickled Cow wrote:
Roggvir wrote:
mink2002 wrote:
Game crashes (no error message given)


Did you check the end of trace file after a crash? The reason why XSP crashes is usually recorded there.

Where do i find this trace file? (found a trace.txt in game dir, but it contains just few lines of basic gfx/snd info)
Or do i have to first somehow switch on script debugging?

Author:  Pickled Cow [ Mon Jan 05, 2015 11:21 pm ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

Roggvir wrote:
Where do i find this trace file? (found a trace.txt in game dir, but it contains just few lines of basic gfx/snd info)
Or do i have to first somehow switch on script debugging?


Trace.txt can be found in the same director that XStoryPlayer.exe is in. Just right click your XSP 3 shortcut and click find target.

Author:  Roggvir [ Tue Jan 06, 2015 12:04 am ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.21

Pickled Cow wrote:
Roggvir wrote:
Where do i find this trace file? (found a trace.txt in game dir, but it contains just few lines of basic gfx/snd info)
Or do i have to first somehow switch on script debugging?

Trace.txt can be found in the same director that XStoryPlayer.exe is in. Just right click your XSP 3 shortcut and click find target.
Ok, so it is that file i mentioned - unfortunately, there is nothing except basic information regarding game version, directx version, etc. (and yep, i noticed it gets overwritten every time you start the game, so i made sure to repeat the crash before checking that file).
I was about to post the file, but TXT attachments are forbidden, and i dont know how to make "spoiler" tag here, or something to make the text collapsible to avoid rather large wall of text that has no information value.

Isn't it possible to start the game in some kind of debug mode?

EDIT: SOLVED - delete save file (probably created from other mod/version/whatever) named "save_dungeon_saiko.dat" (or "save_dungeon_monica.dat" - depending on which girl choice makes your game crash) and it will work.
!!! Don't forget to backup that save first, just to be on the safe side !!!


EDIT #2: BETTER SOLUTION
Instead of deleting the old save, edit "story.txt" in the unpacked mod folder (in my case it is "c:\XMP\XStoryPlayer 3\pack\pack_dungeon_creepy\story.txt", your path will be probably different, but you get the idea).
Change the following lines accordingly:

save = "save/save_dungeon_monicasaiko.dat"; <--- change to "save/save_dungeon_creepy_monicasaiko.dat"
save = "save/save_dungeon_saiko.dat"; <--- change to "save/save_dungeon_creepy_saiko.dat"
save = "save/save_dungeon_monica.dat"; <--- change to "save/save_dungeon_creepy_monica.dat"

This will make sure the vanilla dungeon will be using its original saves, while your modded creepy dungeon will use the new names, preventing such conflict again in the future.

Author:  Creepy [ Tue Jan 06, 2015 2:22 am ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.22

Good catch Roggvir. I've updated the first post with a patch.

Author:  mink2002 [ Tue Jan 06, 2015 3:41 am ]
Post subject:  Re: [MOD] Creepy Dungeon - v0.22

Yep that did it,
Thank you so much for that 411; Now everything works YEAH !!! :D
No more crashes or kicks out or trying to find the reasons for them...
So easy a save did it....:D

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