[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!
User avatar
THOM
Posts: 1274
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

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

Post by THOM »

Alright - I've uploaded Revision 047 on the dropbox.

I have done cosmetics and balancing edits on my first room. I hope I took all feedback into account. The amount of demage done to the party is reduced anyhow.
Also I've added a second room and included some new object (nothing spectacular - have a look at the "version"-file). I consider my new room not to be a full designed room. It is more a simple side-thing and so it's setting is an abandoned area. Please have a look, if everything works fine.

sps999, I've included your new message as you wanted.

------------------------------------------

A few thoughts on the remaining work. The only rooms that still are not implemented is #11, which is reserved for John Wordworth. Therefore it doen't seem, that he will return, we have to think what we should do with his space. The other unfinished room is #22 which is Isaacs. He will implement it, soon.

All other empty areas are not used second or third levels of existing rooms. Therefore the designer didn't used it I don't see that this space must be filled somehow.

Nevertheless many other thing have to be tuned up. Concerning animations of ratlings: Zimberzimber did some in the last update of his asset-pack. I think, they are good. And AFAIK he will add some more. Shall we go and ask him, if we can use them? ATM these are just static animations (ratling leaning agains walls, sitting on edges...) But don't we need things like that?

Something other (something very small) that I want to change is the name of Azels room. ATM it is called "Die Bruder Grimm", which is wrong German. It would be better to call it "Die Brueder Grimm". I am trying to sort this out with him. When we have a result, I will tell it here.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

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

Post by zimberzimber »

Sure why not.
But aren't you guys using your own animations for Ratlings? I remember reading something like that here.
My asset pack [v1.10]
Features a bit of everything! :D
User avatar
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 »

THOM wrote:A few thoughts on the remaining work. The only rooms that still are not implemented is #11, which is reserved for John Wordworth. Therefore it doen't seem, that he will return, we have to think what we should do with his space. The other unfinished room is #22 which is Isaacs. He will implement it, soon.
One can hope... A couple of us spoke with him a few days ago*, [via ORRR2 chat group ~still active after three years]. We can always ask if he will do the room. :D

My room, I am resuming it now, from where I left off just before October.

* He posted a link to this :shock: : https://www.youtube.com/watch?v=8BvQZjOzGfM
Last edited by Isaac on Fri Nov 11, 2016 2:22 am, edited 2 times in total.
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

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

Post by minmay »

I'm supposed to make the remaining animations, yes. This would be relatively easy if not for the fact that the ratlings' rig is kind of broken: the arm bones are not attached to the rest of the rig. So IKs are not nearly as useful as they would usually be. I could fix the rig, of course, but that would require including more model files in the mod.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
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 »

minmay wrote:I'm supposed to make the remaining animations, yes. This would be relatively easy if not for the fact that the ratlings' rig is kind of broken: the arm bones are not attached to the rest of the rig. So IKs are not nearly as useful as they would usually be. I could fix the rig, of course, but that would require including more model files in the mod.
What animations?

Skuggs and I have both done a few new animations in passing experiments.

My copy of the ORRR3 has new ratlings animations...
SpoilerShow
...that allow them [if included] to parry & reposte in combat. :twisted:
User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

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

Post by zimberzimber »

minmay wrote:I'm supposed to make the remaining animations, yes. This would be relatively easy if not for the fact that the ratlings' rig is kind of broken: the arm bones are not attached to the rest of the rig. So IKs are not nearly as useful as they would usually be. I could fix the rig, of course, but that would require including more model files in the mod.
Whats wrong with just moving them with the rest of the body when required? (selecting the arms, the main body, switch to active, and move it around)
Thats what I did.
My asset pack [v1.10]
Features a bit of everything! :D
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

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

Post by minmay »

zimberzimber wrote:
minmay wrote:I'm supposed to make the remaining animations, yes. This would be relatively easy if not for the fact that the ratlings' rig is kind of broken: the arm bones are not attached to the rest of the rig. So IKs are not nearly as useful as they would usually be. I could fix the rig, of course, but that would require including more model files in the mod.
Whats wrong with just moving them with the rest of the body when required? (selecting the arms, the main body, switch to active, and move it around)
Thats what I did.
...Do you not use IKs?
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

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

Post by zimberzimber »

minmay wrote:...Do you not use IKs?
IKs?
My asset pack [v1.10]
Features a bit of everything! :D
User avatar
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 »

minmay wrote:...Do you not use IKs?
Both when practical. [IK/FK]
zimberzimber wrote:
minmay wrote:...Do you not use IKs?
IKs?
Inverse kinematics / Forward kinematics

https://www.blender.org/manual/rigging/ ... olver.html

https://www.youtube.com/watch?v=Mpm3_dACg84
User avatar
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 »

Potential bug with the spellbook:

PartyComponent.onClickItemSlot(self, champion, container, slot, button) => champion is nil if you click on the attack panel's hands

This could cause a crash, but the way the function is written I don't see a scenario for this. That said, I will add a fix the next time I get the project files just in case.
Post Reply