[MOD] Prison Ward

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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DesperateGames
Posts: 90
Joined: Sun Oct 06, 2013 1:54 pm

Re: Thank you everybody & Prison Ward Mod Announcement

Post by DesperateGames »

Good question Dr.Disaster! We have not yet measured FPS or something but what I can tell you now is that it was developed & runs "fine" (without stuttering) on my computer which has the following hardware:

Intel core I5-2500K @ 3,30 Ghz
8 GB Ram
Geforce GTX 560 (not the "ti" Version, it's the slower one!)

We'll try it on different hardware and post additional specs and maybe FPS data as soon as we can!
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DesperateGames
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Re: Thank you everybody & Prison Ward Mod Announcement

Post by DesperateGames »

Hello again,

before this thread sinks down into forum nirvana I wanted to give you an update on the current state: We were very busy with testing
and bugfixing last week. Among minor bugs created by ourselves which were easy to resolve, we also encountered two more general
problems:

1.) Problems with calling :addItem() too often as discussed here

Unfortunately there does not seem to be a real solution in the linked thread. It does not have an major impact for us, as we only
encounter this very rarely (maybe about 1 in 5o times we start the mod), but if anyone has a permanent solution for this, please
let me know.

2.) Problems with User created map markers as discussed here.

Thanks to the new EntitiesAt-function provided in the linked thread, we were able to resolve this quickly, but we want to make
sure this has not affected exisiting funxtionality so we want do additional playthroughs to be on the safe side.

We also had all written texts (scrolls, etc.) proofread by a friend and updated the dungeon with the corrections. Furthermore, we
drastically improved one level in the game were we found the gameplay unsatisfactory while testing.

The release is still "in the next few days". Sorry for not giving a precise date or narrowing it down, but we would like to correct
and polish everything before we release it instead of giving it away with known bugs to meet the release date.

In the meantime, I have uploaded some screenshots for you to look at in the Steam Community:

** EDIT: Moved Screenshots to first post **

Hope you like the sceenshots and stay tuned!
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DesperateGames
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Re: [MOD] Prison Ward Mod - Released!

Post by DesperateGames »

Update: Mod has been released, all the info has been added to the original post!
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Prison Ward Mod - Released!

Post by bongobeat »

Download complete,
thanks for the release :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Drakkan
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Re: [MOD] Prison Ward Mod - Released!

Post by Drakkan »

So I need get to the party ? count me in :D
probably will get to it next week, seems promising !
Breath from the unpromising waters.
Eye of the Atlantis
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DesperateGames
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Re: [MOD] Prison Ward Mod - Released!

Post by DesperateGames »

Glad to hear you guys are joining the party....we will ask the bouncer to put you on the guest list....but you will have to defeat the dungeon first. ;)
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] Prison Ward Mod - Released!

Post by eLPuSHeR »

This mod looks promising. I am downloading it.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Prison Ward Mod - Released!

Post by bongobeat »

mhh, can't play it, I got another message after this nice intro, about uncompatible wav file! :cry:
seems that I can't play this mod on my mac os machine (same problem for linux users) until you make another release with recommended format sounds.
(44khz mono wav files)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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DesperateGames
Posts: 90
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Re: [MOD] Prison Ward Mod - Released!

Post by DesperateGames »

Oh no! Thanks for the info bongobeat, we were not aware of this issue! The problem is, that the mod uses a lot of custom sound files and it has a filesize of about 153 MB when exported. This leads to the problem that we could not upload it into the steam workshop (100 MB filesize limit) , therefore we reduced the sound quality to 22khz on some files to squeeze the mod into the workshop's size limitation...On the positive side I still have the original files, I could provide a linux / mac version on the grimrock nexus that contains the correct sound files. It will just take some time as I need to check all files to make sure they have the correct format, and I also promised to create a particle effect for someone... ;)

We will try our best to provide a linux / mac version on the grimrock nexus as soon as possible!
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] Prison Ward Mod - Released!

Post by eLPuSHeR »

Hello.

This is one of the most imaginative and most original mods I have ever played. So far, so good. Two thumbs up.

Alas, I am stuck at level 2...
SpoilerShow
How do you lure the ghost to his dying location?
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
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