Page 3 of 4
Re: [TOOL] Custom Dungeon Analyzer
Posted: Mon Oct 15, 2012 11:09 pm
by HaunterV
Neikun wrote:Is it of a dungeon.lua with some floors that contain nothing?
No, its a fairly densely packed single floor dungeon, I guess I should add a second floor and see if it lets me analyze it then. Other than that it (the analyzer) looks great.
Re: [TOOL] Custom Dungeon Analyzer
Posted: Wed Oct 17, 2012 11:22 pm
by Edsploration
So I was going to release a major update to the tool, but my debugger decided to die on me after Firefox auto-updated itself and Firebug, making it nearly impossible for me to do anything complicated with my code. There's some compatibility issues between Aptana Debugger, Firebug, and Firefox. After hours of trying combinations of older versions, I still can't get it working again. I ended up backtracking and implementing just one simple feature:
SpiderFighter wrote:Hey Eds, could I bug you for one more feature, please? As my dungeon grows, I'm finding it difficult to keep track of secrets. Would it be possible to add a column that features # of secrets per floor? That would also make it easier to let others know where thy are (as opposed to LoG, which only tells the player the total in-game) without having to keep track manually.
"Secrets" are now tallied in the top Dungeon Overview table, but not mentioned below in the Content Tables.
HaunterV wrote:am i missing something? i cut n paste my dungeon lua for my single floor dungeon and it seems to do nothing...
I can't seem to duplicate this behavior. Make sure you have javascript enabled. If that's not it, could you send me a copy of your dungeon.lua file?
Re: [TOOL] Custom Dungeon Analyzer
Posted: Thu Oct 18, 2012 12:00 am
by SpiderFighter
Edsploration wrote:"Secrets" are now tallied in the top Dungeon Overview table, but not mentioned below in the Content Tables.
It works brilliantly, thanks so much! Hopefully, things will get working again once they catch up to firefox. i hate random updates without permisson.
Re: [TOOL] Custom Dungeon Analyzer
Posted: Sun Nov 04, 2012 12:16 pm
by Ixnatifual
This is a pretty cool tool. I really hope you add item tracking to it!
Re: [TOOL] Custom Dungeon Analyzer
Posted: Wed Nov 28, 2012 12:39 am
by Phitt
Great tool, thanks! Unfortunately it doesn't count custom monsters (cloned/defined). Any chance you could implement that by reading the monsters.lua?
Re: [TOOL] Custom Dungeon Analyzer
Posted: Wed Nov 28, 2012 10:54 pm
by Edsploration
Phitt wrote:Great tool, thanks! Unfortunately it doesn't count custom monsters (cloned/defined). Any chance you could implement that by reading the monsters.lua?
Oh, of course, great idea! I'll put it on my to-do list!
Re: [TOOL] Custom Dungeon Analyzer
Posted: Wed Nov 28, 2012 11:13 pm
by mahric
I've tested this tool with the example dungeon and it looks very promising!
Though the dungeon.lua from my mod "the wine merchant's basement' does nothing either.
- It's not my javascript since other dungeons are working.
- Tried it on firefox and internet explorer, both without result.
The whole source of my dungeon can be downloaded at
http://www.brehler.nl/grimrock/wmb_source.zip if you need the source to see what's happening.
Might be the size of the script? 282kB?
Re: [TOOL] Custom Dungeon Analyzer
Posted: Sun Feb 17, 2013 12:55 pm
by Komag
I really wanted to try this but it's not working for me either
Here's my dungeon.lua:
Code: Select all
Forum limit is 60,000 characters, my dungeon is 1,497,303 characters, not even close!
Re: [TOOL] Custom Dungeon Analyzer
Posted: Sun Feb 17, 2013 6:20 pm
by Radar6590
Wow this is a great tool. I just tried it out on my in-progress dungeon and it works great. Allowed me to balance a little experience issue between levels.
A few things to note: Your tool doesn't account for drop down areas that can be accessed on a previous level, so if you are relying on that experience counting towards that level, it can make things appear more unbalanced than they are with your tool. (i.e., you have secret challenge room on level 5 accessible from level 4 it may seem that level 4 is under powered compared to 3, or that level 5 is very overpowered.) Obviously you must use your discretion.
As for the suggested party lvl/dungeon level, instead of just using the highest level monster to come to this number, why not average it? At the moment, for example, if you had a dungeon with monster levels like this (I'm making up these numbers):
2, 2, 2, 4, 3, 4, 2, 2, 1, 1
Your suggested level would be 4. The average of these numbers is 2.3, or 2. I think that's a more accurate representation than your current method.
Also Komag holy cow your dungeon must be huge. I have four levels completed (barring editing, balancing) so far and mine's only 160,000 characters*. O.o
Re: [TOOL] Custom Dungeon Analyzer
Posted: Sun Feb 17, 2013 10:24 pm
by Drakkan
I was just discussing this topic
viewtopic.php?f=14&t=5057
as per Komags message
it would be great if someone would make a tool that analyzed the dungeon.lua and then figured what was used, then copied only the used things to a new dungeon directory tree, then we could go there and do the export.
so just wonder if your tool is able to do something like that with some improvements ?