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Liam
  

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6/28/2010 | |

The Lost Cave Story
The Albian Temple has always been a mystical place, somehow special beyond others, especially to Norns and Ettins. Perhaps it is no wonder that in the eruption following the Lone Shee's departure from Albia, the Temple was saved. Encased in molten lava, the Temple and its surrounds remained untouched as it was flung into space in the explosion. The lava quickly quickly cooled, forming a protective bubble around the Temple. As the Temple travelled through space, the inhabitants began to evolve, forming entirely new species, distinct from those of Albia. Evidence that some other strange race visited the Temple exist in the form of the symbiotic Caveweed and Cavefish, which are totally unlike anything from Albia. Currently, the Lost Cave (as it has come to be called), is in orbit around a sun in some distant part of the universe.
On one of his regular excursions through the Warp, the Lone Shee came across the Lost Cave... and marvelled at the ability of life to exist in almost any circumstance.
History
The room originally began as a project by artist Bifrost, back in 2004. I (Liam) volunteered to code it, as Bifrost was struggling, and coded several objects before Bifrost and I moved onto other things in our lives and in the community. Several attempts were made to restart the project, but it wasn't until I started working on Creatures 2 to Docking Station with Moe that I began to seriously think about finishing it.
With Moe's help, I pulled together what was existing and between us we added several new things to give the room a little more life, and am now proud to present The Lost Cave to the community.
Credits
The Lost Cave and several of the objects were created by Bifrost. Moe worked to create new images for the remaining objects needed, and shared the code-load. Moe made the fantastic c1-style music and added further sound effects and enhancements. A big thank you to our testers pirate-rob and TreeSprite for ensuring everything worked OK, and for pointing out remaining bugs.
Concept and background: Bifrost
Object graphics: Bifrost & Moe
Coding: Liam & Moe
Descriptions: Moe & Liam
Packaging: Liam
Download the Lost Cave here!
Crossposted from the Creatures Development Blog.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Uzag
 

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6/28/2010 | |
That's it. I have to install C3/DS RIGHT NOW XD |

Norngirl
  

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6/28/2010 | |
sound awesome ^.^
gonna try it out : D
Sound like we probely will be looking for more neat stuff now in the future from you,it seem ^^ *along with Moe and others who helped out in the various projects of course* : D
Edit: Liam,Im not able to open the pack,since everytime i try save and download the pack to my and then open it,it seem to be corrupted >_<'
Edit again: The download on the blog worked,so now i can finaly try it out,but still here on the CC the download file seem to be corrupt,just say so you know. |

ElasticMuffin
 

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6/28/2010 | |
Norngirl wrote: The download on the blog worked,so now i can finaly try it out,but still here on the CC the download file seem to be corrupt,just say so you know.
Weird, cause it is the same file linked in both places. Something may have gone wrong with your download the first time.
The Creature Repository / Eem Labs
My Creatures download archive (Bibbleworld, C12DS, and more) |

Norngirl
  

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6/28/2010 | |
actully i did try downloading it many times,and everytime it refused to extract the file,without that annoying file is corrupt error message ^^'
and it's only here on the CC link it give me this,so yes very strange it is O.o
But im glad I could get a working copy on the blog itself ,
the metaroom/world looks awesome by the way,Liam :3 |

AquaShee
   
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6/28/2010 | |
Ooh, I really like this metaroom. It's nice and cosy.
I did find a bug though:
A freshly-hatched norn hopped into the elevator and went up, up and off the screen and never came back. Ever.
Another thing I wondered is those little triangle tuber thingies... They're classed as a food, and norns cannot pick them until they ripen, but can still see them. Won't this confuse them?
The Community Scribble: make (y)our own metaroom! |
 Patient Pirate
ylukyun
     Manager
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6/28/2010 | |
It looks awesome. I will have to try it out along with a few other things. Congrats to everyone who worked on it! |
 Geek Ettin
eprillios
    

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6/28/2010 | |
Great! I like to see that the community is alive. I can't test it out, because I have a fresh installed Linux in the front of me. And I can't download the Docking Station installation package for Linux because the Creature Labs site with links to mirrors is not working now. 

Geek Ettin's Lab (New!)
Bill Gates: "Be nice to nerds. Chances are you'll end up working for one."

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 Sanely Insane
RisenAngel
     Manager

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6/28/2010 | |
First off, this room is beautiful. I love the big pond, especially, but then again I like big ponds regardless of what room they show up in (such as the Canopy or Terra Pluvialis). As well, I wasn't expecting original music.
However, although the agent shows up in the C3 Creator, the room's not exactly C3 compatible (there's a lot of coding that's restricted to DS, and this makes C3 bug out when you try to inject it).
~ The Realm ~
Risen Angel's Creatures Blog
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Liam
  

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6/28/2010 | |
Thanks for all the comments, all!
I'm leaving on a month-long holiday in 2 days, so I won't have time to get out a new version before then. As soon as I get back, however, you can expect one. 
AS: Norns shouldn't be able to use the elevator, obviously I left in the bhvr. Good point about the tubers: I'll make them invisible until mature next version.
Cheers GM, I'll remove the C3 version. I do it automatically. For future reference, what code does it use that is DS-introduced?
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
 Sanely Insane
RisenAngel
     Manager

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6/28/2010 | |
Okay, there's a lot less DS-only stuff in the script than I originally expected. Turns out, there's only 2 commands that are DS only: core and tran. However, I noticed you used core a bit. Not so sure about tran.
If you manage to come up with a workaround, I'm fairly certain you could get the effects you want without having to use DS-only commands. Frankly, I'd love to have a C3-standalone compatible version of this room. There's not enough metarooms that work with both games.
While I'm at it, I thought I'd point out another bug: While I have yet to observe the elevator to heaven, I've noticed that creatures pushing the lift button seemingly get warped into the elevator, where they get stuck.
And why, exactly, shouldn't creatures be allowed to use the elevators (unless that was a typo)? It would make the room a lot less navigable if creatures couldn't use the lifts.
On another lift-related note, perhaps a lift out of the pond could have some use. I was testing out the floor of the pond with an amphibious grendel and suddenly his mate (who wasn't amphibious) unexpectedly plunged in. Might cause some complications in wolfling runs.
Edit: And yet more bug spotting.
It seems that big creatures (like adult grendels) are unable to leave the temple once they enter it. As well, the moth caterpillars have a bounding box error (will get exact error later).
~ The Realm ~
Risen Angel's Creatures Blog
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Malkin
     Manager

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6/28/2010 | |
I love the flowers, they're very reminiscent of the beelacanth for me. 
My TCR Norns |

Liam
  

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6/29/2010 | |
Okay, a new version is up that prevents norns from activating the lift--it wasn't built for that. In the next-next version I'll spend some time recoding it.
A bit of an explanation for the lift: I had very little time to actually put this together, so I wrote a quick and dirty (if brilliant and efficient) script for the lift. A normal lift would have taken far longer. If someone would like to recode the lift (in fact, if anybody would like to make fixes/changes), please feel free and make it available to everyone--I'll include it in the next version.
New version from the same download link as above. Changes are: fixed catalogue, fixed lift, fixed mushroom sprites (wrong row order).
Big creatures will not deal well with the cave, no. It was initially created this way, and won't be something I'll change, I doubt.
A lift out of the pond is a great idea--someone want to make sprites for it?
I do make use of core and tran, and they're kind of unavoidable, so I guess this will have to be a DS only room. (Does anybody actually use just C3 these days?) This'll be changed in the next-next version.
Thanks for the bug-hunting, everyone
I'm actually going away for the next month, so there won't be any further releases til I get back from my part. I wanted to get it to you guys before I went away, rather than leave it for another month.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Don
   

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6/29/2010 | |
Re Lembamjunior, you can download DS here.
Don
AmberCreatures
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 Sanely Insane
RisenAngel
     Manager

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6/29/2010 | |
I still make heavy use of C3 standalone (partly for general gameplay and partly for developing genetic breeds), although I always hold my Wolfling Runs in DS. Although, it figures that the room's DS only, considering the door sprite is configured for the Workshop specifically rather than being area-neutral.
For yet more bugs, the random floating flowers seemed to be caused by a line in the chunk of code that makes them:
Why that's in there, I don't know. I also believe this line is the cause for the flower autokill error - since the flowers don't pay attention to room boundaries, oftentimes they fly right off the map before they let loose their seed. This would also explain why many of the autokill errors (at least for me) have a negative coordinate.
Not exactly a bug, but the cavefish don't have a "stim writ from # #" line in their eat script. I'd suggest adding one so that creatures can learn from eating one.
And...that would be all the problems I have with the room. Otherwise, I love it, and this new version ought to make it a little more enjoyable to say the least.
~ The Realm ~
Risen Angel's Creatures Blog
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Liam
  

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6/29/2010 | |
Ahh, I think I know where that came from--that was meant to be in the seed creation script, not the blossom creation script. Will fix today and upload, but that's... really the last release I can do since I leave tomorrow 
I'm really glad you enjoy the room. I was a bit worried at first when everyone was primarily saying "HAY GAIS UR ROOM IS BROKED", so it is nice to hear that people enjoy it. 
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Liam
  

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6/29/2010 | |
New version is up, hopefully fixing the rest of the "big" errors. Thanks to Grendel Man for pointing them out and offering solutions! Really, this is the last release before I leave. Promise.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

bjw

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6/30/2010 | |
I downloaded the old version a couple days ago and really enjoy it. What was weird about the lift is a norn got on the lift, and when I clicked on the norn on the menu she was on the Docking Station title screen, and then the elevator took her all the way to the Norn meso. Somehow the elevator clashed with the meso so I was able to retrieve the norn from there. I noticed the water area works well for Aqua norns, and I leave a transport in there so they can leave when they like. I'll have to try the new version. Anyway, thanks for making this room. |
 Tea Queen
Laura
    

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7/1/2010 | |
Thank you Liam and Co. for showering our worlds with more great goodies, and kudos on The Lost Cave's story - reading it definitely makes you want to download it.  |

Liam
  

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7/7/2010 | |
It's our pleasure!
Seriously!
Of course, it doesn't hurt when you say nice things like that. *picks up the goldfish from c2tods*
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
 Small Birb
Pann
   

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7/8/2010 | |
Great work you guys. I really like the Lost Cave, it's nice and cozy. 
Small bird who lives here sometimes, and wanders other times.
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Uzag
 

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7/9/2010 | |
I'm bit sad the room doesn't fit grendels very good, but oh well! It's a really beautiful room, I love the cozy, bit retro and mystical feel it has. The waterfall adds a very pleasant atmosphere, and the music is a real treat too!
Cool life cycle of the fish, and the larger land-plants are really pretty.
Thanks for finishing this one ^_^
(And... I can fix the sprites for that water lift if you want XD ). |

Liam
  

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7/10/2010 | |
Ooh, that'd be awesome if you have the time!
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
 Caves Dweller
Rascii
     Administrator

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7/15/2010 | |
Are there screenshots online anywhere? 
- Rascii |

Malkin
     Manager

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7/15/2010 | |
Gryph reviewed the room here, with many screenshots.
My TCR Norns |

Bifrost
  
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4/21/2012 | |
Aw. The download is forbidden. I just came across this room now; I had no idea it had been made into a real room,and though this was just some random pic on some computer I've left unplugged in for ages now. I'm so amazed it became a reality. Thanks a lot, Liam.
Is there a way to get the room back up for download, so I could try it out?
Sincerely, Bifrost. |

Gumbo
    
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4/21/2012 | |
yeah, i think i had an earlier version of this somehow, but none of the links or pictures in this thread work for me...
shame, i really wanted to get this
in the spring you gotta let the flowers fully blossom
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 Sanely Insane
RisenAngel
     Manager

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4/21/2012 | |
It (and a bunch of other metarooms/stuff Liam was involved with) is now hosted here. Note that the current release is a bit glitchy, but there's a bug-free release coming soon.
~ The Realm ~
Risen Angel's Creatures Blog
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 Tea Queen
Laura
    

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4/21/2012 | |
I've updated the link for The Lost Cave on our Metarooms page. Please let me know if any other links to Liam's other metarooms need changing!  |

Liam
  

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4/21/2012 | |
Hey Bifrost! No problem It's just a shame it took me so long! Nice to see you're still around occasionally, heh 
As GM said, there are a couple of problems with it at the mo, it's almost ready for v2 release, just got on pesky bug to go.
Thanks Laura I'll go through later today and let you know if any of the other links need changing <3
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Bifrost
  
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4/21/2012 | |
Is that bug that creatures fall into the water and drown? Because that happened to me ...
I've just rejoined the community, after browsing about a little, just out of C4 curiosity. Really cool to see people from the old core still around. |

Liam
  

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4/21/2012 | |
That one was actually really easy to fix, heh It's the moths that are giving me some problems.
Yeah there are a few of us still around... ooh, hey, check out the Biodome -- you can download it from here as well as a couple of other things. You might like it 
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Bifrost
  
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4/22/2012 | |
Yeah, I've tried it out now. Awesome work! I've just reinstalled DS to try these things out. |

Ettina
 
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5/1/2012 | |
"(Does anybody actually use just C3 these days?)"
I do. But I use a bare minimum of agents in it - if I play C3, I usually play it vanilla-style.
Anyway, I had a thought - it seems a lot of metaroom designers struggle with lifts. Has anyone thought of making a 'lift backbone' code that metaroom builders could copy and edit as needed? Or a lift-making tutorial or something?
By the way, I don't care if anyone steals my ideas for their own work, as long as you don't try to stop me from making my own stuff. Many ideas I mention are things I don't have the time or skill to actually do. |

Liam
  

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5/2/2012 | |
There are example/tutorial scripts around, but it's still complex in some cases due to positioning and such.
Moe's C2toDS lifts are the best I've seen so far -- super awesome and easy to implement 
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Moe
  

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5/2/2012 | |
I really should take some time to convert them to "open source" at some point... They need a little improvement in terms of stims and general code cleanup, but as Liam said, they're quite advanced, yet suuuuper easy to implement.
Unlimited floors and easy injection. "Smart" floor memory for button presses makes them go floor to floor in the order of request without repeats, easy code for custom carriages and buttons, fine tweaking for floor stops per button, sounds, lift speed...everything.
Basically, I made a "lift backbone" code for C2toDS, because of how many lifts it has and their varying complexities, and I fully loaded it.
I'll see about taking some time to make it available to people in the near future. |
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