[Open / Signup] One Room Round Robin 3 - Calling All Modders

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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Jgwman
Posts: 144
Joined: Thu Jun 28, 2012 10:14 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Jgwman »

Yeah man, I getcha. Will have a bunch of stuff to talk about as soon as I can get on the forums on my pc instead of mobile :)
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Duncan1246 »

Hi,
I read the contributions of three lasr weeks, I am glad to see that things restart, thanks to Jgwman!
Concerning my room, I have made some changes following Minmay's remarks:
Duncan's room:
- MAJOR: A wall is used as a secret door, even though that wall has an occluder and minimalSaveState, meaning it is broken in two ways: it re-closes every time game is reloaded, and it occludes things behind it even when it's open.
- MAJOR: Walking into the north area seems to trap the party behind mine_door_spear_8 permanently?
- MAJOR: The air elemental spam in the south area is ridiculous; you can fill the whole area with elementals, or farm them for experience. Why doesn't the spawner only activate once?
For the first one, Minmay can you precise where is this door?
For the second, I add this:

Code: Select all

---------------------------in dc_judgment_script, change:

function passwateropen()
	if passthrough==2 then
	floor_trigger_13:destroy()[/color]
	mine_door_spear_8.door:open()
	indic=0
	end
end	
----------------------  floor_trigger_13 added in 21,25. Onactivate mine_door_spear_8.door:close(), Ondeactivate mine_door_spear_8.door:open()
For the third, I have modified the script:

Code: Select all

--------------------------changes in nomagic_script (ground level)

function elemspawn()
 local mons
 local posy=math.floor(26-party.y)
 if posy<2 then posy=-2 end
         if spawn_counter.counter:getValue()>0 then
 	mons=spawn("air_elemental",party.level,party.x,party.y+2,(party.facing+2)%4,0).monster
 	mons:addConnector("onDie", "mine_door_spear_1", "open")
 	spawn_counter.counter:decrement()
 		if spawn_counter.counter:getValue()>0 then
	 	mons:addConnector("onDie", self.go.id, "elemspawn")
	 	end
		if  spawn_counter.counter:getValue()==0 then
		mine_door_spear_1.door:open()
		end
 end
 end

function rearm()
 mine_door_spear_1.door:open()
 	 if spawn_counter.counter:getValue()>0 then
	floor_trigger_1.floortrigger:enable()
	end 

end
For the water surface issue, I understand that two ways are usable, Isaac's and Minmay's, so AndakRaynor what is your opinion? (and yes, the wave amplitude matters, because some platforms have to be partially immerged)

Jgwman, how to proceed? For the moment, the changes are light (all is in this post) but if necessary, I can send to you the modified version or add it to the up-to-date mod.

Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Diarmuid »

Hey glad to see this going... Indeed, as Xanathar says, the target demographic is quite certainly experienced players, as a lot of stuff in the ORRRs was based on taking "surprise" new twists on existing mechanics, and assumes the player has played at least once through the normal game. I think this was actually part of the description of the mod for the previous one.

Minmay, you weren't on the team for ORRR2, but I can assure that at an equivalent point in development, the mod was as chaotic and unbalanced as this one is now. It took MANY betas and testing and replays to even out things up to an "ok" point. As for loot, as you say, someone has to go over and rebalance loot in the whole mod - that's what I did, I opened an excel file with all the items available, then Ctrl-F everything directly in the lua, noting what was where in which room, and then moved everything around to balance things, making sure each "skill"/"class" had an equal amount of stuff, etc.

And if some things are a bit off balance, well, making a mod everyone together is supposed to be us having fun, no? It's not a pro dev team, and the patchwork aspect of it is part of the charm of putting multiple modders of different backgrounds and skills together.

---------

Aside from that, no one had any comment on my room so far? No bugs or anything?
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by AndakRainor »

Duncan1246 wrote:For the water surface issue, I understand that two ways are usable, Isaac's and Minmay's, so AndakRaynor what is your opinion? (and yes, the wave amplitude matters, because some platforms have to be partially immerged)
I think they both talk about the same thing, if I remember materials can only be modified in their onUpdate function, so you can take Minmay's code, unless you want me to do it for your room (I think it is better to let all other modders have the default values).
minmay
Posts: 2780
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by minmay »

Duncan1246 wrote:For the first one, Minmay can you precise where is this door?
It's urban_town_wall_01_252.

(Why do the urban_town_wall objects even have ControllerComponents? You can't usefully open or close them anyway because of minimalSaveState and lack of an appropriate bottom. Someone should really remove those...)
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Eleven Warrior
Posts: 745
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Eleven Warrior »

Eleven Warrior's room:
- Minor: Several of the gravestones have empty text.
- Minor: An hudPrint which I assume is supposed to be a party member's voice refers to "we", but the player could be playing with only a single party member.
1 - I left some of the Grave Texts out for John to add some names or other things.
2 - (hudprint) I want to fix but I don't have the ORRR 3 files anymore due to my hard drive crash.
3 - As for decorations that you mentioned, yes I wanted to add more but, John advise me many months ago not to add to much to my level and wait for the other levels to be finished. He would then add extra decoration to most levels that needed them.
4 - I finished my level like early last year if I remember correctly and a lot has change with new functions.
5 - When I last looked at the level I created it had changed alot, to the point it did not feel like my level at all eg: I had many graves to dig to find keys and items. They were removed without me knowing about it. Personaly I would like to redo my level again, now it's moved to level 1 for some reason, I was not asked.

If it is possible I would like the files to ORRR 3 because I don't have them and would dearly like to upgrade my room better :)
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aaneton
Posts: 189
Joined: Fri Sep 21, 2012 1:53 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by aaneton »

So my 2nd room is 99% ready in main file, still some testing and tweaks but I will send it forward today evening or latest tomorrow. Whos next? or should I send it to Jgwman. Of course if anyone in mod-team wants the latest post-aaneton2nd version let me know and I pm the link once I put it forward.

P.S. I have also made the monsters in my both rooms harder. 8-)
My Grimrock mod (LoG1): The Onkalo Project
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Duncan1246 »

AndakRainor wrote:
Duncan1246 wrote:For the water surface issue, I understand that two ways are usable, Isaac's and Minmay's, so AndakRaynor what is your opinion? (and yes, the wave amplitude matters, because some platforms have to be partially immerged)
I think they both talk about the same thing, if I remember materials can only be modified in their onUpdate function, so you can take Minmay's code, unless you want me to do it for your room (I think it is better to let all other modders have the default values).
Ok, I will try to do that and I post here when it's done or if I can't manage it
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Duncan1246
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Joined: Mon Jan 19, 2015 7:42 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Duncan1246 »

minmay wrote:
Duncan1246 wrote:For the first one, Minmay can you precise where is this door?
It's urban_town_wall_01_252.

(Why do the urban_town_wall objects even have ControllerComponents? You can't usefully open or close them anyway because of minimalSaveState and lack of an appropriate bottom. Someone should really remove those...)
Well, I suspected it was it, but I have tested it several times, and after saving/loading the "door" stays open. Even if it was not so, the opening mechanism is always working. It's true that when it's open, the door goes on the level up, becoming an illusionary wall (you can pass through it) but this side effect isn't too bad. In addition, replacing this will break the visual "secret" effect (no secret wall in Skuggarsvein set, needs to use another set) or needs to changes all the walls...
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Isaac »

Duncan1246 wrote:[(no secret wall in Skuggarsvein set, needs to use another set) or needs to changes all the walls...
Perhaps that can change before we release.
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