[DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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SpiderFighter
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by SpiderFighter »

Diarmuid wrote:
SpiderFighter wrote:
Diarmuid wrote:Note down your findings and comments in "beta_1 Bug Report.txt" in the dropbox folder, and when noticing a bug, check if someone didn't report it yet, to save you time on rewriting things twice...
I updated the only txt there; not sure why it's now a "conflicted copy."
Maybe I saved it at the same time? I use notepad++ and it warns me if someone else changed the file, but maybe not in your case... If you wish to be sure, put it in a separate .txt

BTW, I was playing with headphones and just realized what the "humming" stone is humming... lol that's pure awesome, love it.
LOL! Thanks. :) Yeah, my room definitely needs the volume turned up...there's a lot of custom sounds in it.
Diarmuid wrote:Beta 2 on the dropbox, with a beta 2 .txt file with notes and place to report future bugs. Rooms 1-8 should now be hopefully working, except crash in Drakkan's room when you recruit someone in the tavern (it has to do with grimwidgets and grimq and I have to sort it out, I'm less familiar with these).

Thanks to all who reported bugs so quickly, in 24h we were quite efficient. Quick list of fixes up to now:
SpoilerShow
- (FIXED) Duplicate clipping pillars in the prison (room 1)
- (FIXED) Cultist map had alpha removed by error
- (FIXED) Torches at other levels in the hub are fx and disappear on reload.
- (FIXED) All undead are immune to normal projectiles.
- (FIXED) Door in SpiderFighter's room doesn't close at end (merge bug).
- (FIXED) Serialization crash in JW's room.
- (FIXED) Savina gems don't work to kill illusion spiders.
- (FIXED) Bugged decoration placement in Mahric's room.
- (FIXED) pillarkiller elements are not working correctly in-game.
- (FIXED) spelling error in Billick's room ogre message
- (FIXED) Stairs up in abandoned area above Billick's room should have been deleted.
- (FIXED) Drakkan's room: gollum text too long
- (FIXED) Crash when trying to enter Ancylus room.
- (FIXED) Note in Aaneton's cell ("Prison Rules"): text extends beyond border
- (FIXED) From ogre: "He is likely interfere with our escape." (missing "to")
- (FIXED) In SF's Room: Humming Rock needs to be rotated so that it is under the walltorch (not the lever, where it can be picked up through the grate)
- (FIXED) SF's Room: Once the final sequence has been activated, please deactivate the timers running the alternating grates on the eighth floor.
- (FIXED) Aaneton prison : Architect scroll names should reflect the contributors to ORRR2
- (FIXED) Aaneton prison : If you kill the ogre, then when teleported outside of prison, if you side step the cultist he will attack you.
- (FIXED) upvalue function serialization crash in Mahric's room.
Great work!
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JKos
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by JKos »

Diarmuid wrote: crash in Drakkan's room when you recruit someone in the tavern (it has to do with grimwidgets and grimq and I have to sort it out, I'm less familiar with these).
I can check this, I know grimwidgets pretty well since I was one of the authors and I'm on a sick leave so I have time too.

Edit: found and fixed the problem, it was actually in grimq not in grimwidgets. I uploaded fixed grimq.lua to the Fixed Bug Stuff folder, just replace the
mod_assets/framework/modules/qrimq.lua with it.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

Wow, thanks jKos! :)

We're continuing identifying and fixing things in beta 2, here's two notable ones:
SpoilerShow
Crash when you take the Warden Key on the top altar (I wrote, printHud instead of hudPrint, apologies...). Instead of taking it, type in the console:

Code: Select all

spawn("gear_key_gold")
level_exit_teleporter_2:activate()
orrrManager:activateRoom("Keep")
Which will take you to the endgame zone.

Else, the manager wasn't registering correctly visited rooms, which breaks the vault puzzle. Just break into the vault by "X"ing the doors.

(Both issues already fixed for beta 3)
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mahric
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by mahric »

I tried the .dat in low low graphics settings and get a crash at start up...
No idea where that error comes from, anyone else experiencing it?

details:
SpoilerShow
[string "Grimrock.lua"]:0: D3DError - CreateTexture failed: D3DERR_INVALIDCALL
stack traceback:
[C]: in function 'load'
[string "Grimrock.lua"]: in function 'defineMaterial'
mod_assets/scripts/materials.lua:157: in main chunk
[string "Dungeon.lua"]: in function 'import'
mod_assets/scripts/init.lua:15: in main chunk
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.2

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 8077 MB
Free memory: 6327 MB

And more technical bla about my display devices
Edit: This error seems to come if i put the 'texture' settings on medium or low.
Edit2: This crash also was in Beta1
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

mahric wrote:I tried the .dat in low low graphics settings and get a crash at start up...
No idea where that error comes from, anyone else experiencing it?

details:
SpoilerShow
[string "Grimrock.lua"]:0: D3DError - CreateTexture failed: D3DERR_INVALIDCALL
stack traceback:
[C]: in function 'load'
[string "Grimrock.lua"]: in function 'defineMaterial'
mod_assets/scripts/materials.lua:157: in main chunk
[string "Dungeon.lua"]: in function 'import'
mod_assets/scripts/init.lua:15: in main chunk
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.2

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 8077 MB
Free memory: 6327 MB

And more technical bla about my display devices
Edit: This error seems to come if i put the 'texture' settings on medium or low.
Edit2: This crash also was in Beta1
Confirmed here too.

This seems to point to Isaac's "LOD" chain material, and maps 2DchainLink_d, _s and _n. Maybe it's a question of the type of DXT compression? I don't know, will try to recompress them and see what happens, or if Isaac has any input...

EDIT: I Fixed it! :) Problem was that textures were 900x100, not powers of 2. Resized the textures to 1024x128 and it loads fine even on low textures now. Good catch, Mahric, thanks!

EDIT2: Discovered another mildly annyoning problem in beta2, but not game-breaking. Here's how to get past it for now:
SpoilerShow
A small bug (already fixed for next version) prevents you from using "extra" swirl keys for bonus locks/areas.

to open the locks, you can call:

Code: Select all

orrrManager.acceptKey(lock)
Where locks (entities, no quotation marks) are:
lock_swirl_treasure_1,
lock_swirl_treasure_2,
lock_swirl_treasure_3,
lock_swirl_fire (the one on level 5 in the middle)
lock_swirl_teleport (the fast travel system)
lock_swirl_vault
lock_swirl_arena

And just pretend you used the key, for example by dropping it on the floor.
EDIT 3Discovered another game-breaking crash, but which can be easily avoided for now:
SpoilerShow
In Neikun's room, if you step in the fake wall next to the two goromorgs, the game will invariably crash when you exit. Just avoid this secret.
EDIT 4:Kuningas' room crashes when you press the first button in the cell. You can type teleporter_47:activate() instead of pressing on the button.
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

Hi everyone!

I'm nearing the end of the first playthrough, fixing lots of bugs as I go. Xanathar's room is merged in (some polishing left to do) and quite the fun challenge! We're almost there.

Let's talk about the background "story" and intro cinematic.

Chatting over the other day with Isaac, Xanathar and Blade, we came up with a half-coherent story of why the hell such a contraption dungeon should exist and how to tie it with our "prison" theme. Quick answer: the dungeon is an underground testing complex, where mages and other artificers can rent space to conduct experiments, confine monsters, and other such things they'd like to keep secret. As Xanathar wonderfully put it:

Need a lab to experiment new spells ? Need a small prison to keep summons at bay ? Can't afford your own mysterious tower ? Wait no more! Nothampton Mages Guild sells real estate in the famous ancient Nothampton Bay Tower. Membership of a mages guild required. Payments in cash only. No questions asked. What could possibly go wrong ?

The guild has also set up a prison at the bottom level of the complex, and are kidnapping unwary adventurers / buying criminals to serve as test subjects. That's what happend to the party, but you break loose and wreak havoc in the dungeon before making it to the surface. A fantasy transposition of the Portal plot, kind of.

There's lot of meta-game references in there anyway and we break freely the 4th wall, so it's not like we *really* needed a story, but it will be a bit more immersive that way.

I'm working on an intro cinematic, and would like you guys to help decide between two looks: #1 sketched on old scrool look or #2 color Grimrock-like painting.

Pics:
SpoilerShow
Image

Image
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aaneton
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by aaneton »

Diarmuid wrote:Hi everyone!

Let's talk about the background "story" and intro cinematic.

Chatting over the other day with Isaac, Xanathar and Blade, we came up with a half-coherent story of why the hell such a contraption dungeon should exist and how to tie it with our "prison" theme. Quick answer: the dungeon is an underground testing complex, where mages and other artificers can rent space to conduct experiments, confine monsters, and other such things they'd like to keep secret. As Xanathar wonderfully put it:

Need a lab to experiment new spells ? Need a small prison to keep summons at bay ? Can't afford your own mysterious tower ? Wait no more! Nothampton Mages Guild sells real estate in the famous ancient Nothampton Bay Tower. Membership of a mages guild required. Payments in cash only. No questions asked. What could possibly go wrong ?

The guild has also set up a prison at the bottom level of the complex, and are kidnapping unwary adventurers / buying criminals to serve as test subjects. That's what happend to the party, but you break loose and wreak havoc in the dungeon before making it to the surface. A fantasy transposition of the Portal plot, kind of.

There's lot of meta-game references in there anyway and we break freely the 4th wall, so it's not like we *really* needed a story, but it will be a bit more immersive that way.
I'm working on an intro cinematic, and would like you guys to help decide between two looks: #1 sketched on old scrool look or #2 color Grimrock-like painting.

I like the story a lot and I like to color version more.
(Too bad we didn't have the story earlier, it would have been nice to put in clues and NPC:s)
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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SpiderFighter
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by SpiderFighter »

Diarmuid wrote:Hi everyone!

[snip]

Pics:
SpoilerShow
Image

Image
I really like the concept, but I'm casting my vote for the sepia-toned pics....makes it feel more like an epic fantasy story to me.
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

SpiderFighter wrote:I really like the concept, but I'm casting my vote for the sepia-toned pics....makes it feel more like an epic fantasy story to me.
Part of the problem is that for following screens, the dark dungeon interiors weren't rendering very well in sketch/sepia.

Here's how the intro currently is. Music is still WIP (too short obviously, and not properly produced/mastered).
SpoilerShow
Image
bongobeat
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by bongobeat »

Hi all,

I prefer the second pic, it goes better with the intro text "..the night…"
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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