[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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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

mahric wrote:
Isaac wrote:You have to play it linearly; no cutting through walls. It's an optimization feature of the map... much of it gets erased when not [assumed] visible to the player; and loaded on demand as the player gets close enough to see it. If you run around in the editor, clipping the walls at will, much of it wll be absent ~and it's not impossible that the editor might crash in certain areas/situations.
I played from the .DAT file, not through the editor.

* Lots of text removed *

Found out what the issue is...

Once you complete spiderfighter's room (by placing the potion on the corpse) you get teleported just outside his room. If you turn right into the "central area" you get the bug that I reported.
If you travel 1 square in the direction of the first room (the prison room) and then to the central area, everything works just fine.

I put a savegame in dropbox called "savegame04_mahric_central_area_bug.sav" so you can reproduce it yourself. :)
If anyone needs more input let me know.
Ah good catch Mahric, thanks. I'll put a call to "reactivate" the central hallway when you get teleported out of SF's room.

EDIT: There, issue fixed.
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aaneton
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by aaneton »

Isaacs room is looking amazing!

One bug however:
You can throw items behinfd autosmith. This should be blocked,if it's hard because of the custom model maybe then create a item activated pressure_plate that teleports "back" items infront of autosmith or something.
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Isaac
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Isaac »

aaneton wrote:Isaacs room is looking amazing!
Image
One bug however:
You can throw items behinfd autosmith. This should be blocked,if it's hard because of the custom model maybe then create a item activated pressure_plate that teleports "back" items infront of autosmith or something.
This should be easy. The gear platform is a blockage, it could be set to repel projectiles.
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Xanathar
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Xanathar »

Isaacs room is looking amazing!
I confirm!
You can throw items behinfd autosmith. This should be blocked,if it's hard because of the custom model maybe then create a item activated pressure_plate that teleports "back" items infront of autosmith or something.
I also confirm this - and it happens also with the strange structures visible at 11 24 1 3. Both bugs are already logged in debugle (and the second one has already been commented by Isaac).
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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

We identified another potentially critical bug. There's a table in exsp which is not cleaning itself properly and can bug down the lua state down to a crash.

To fix it temporarily, please copy paste this in the console every 2-3 hours of play:

Code: Select all

for sId, spell in pairs(exsp.sd) do if not(orrrManager.tableContains(exsp.trackedSpells, spell)) then exsp.sd[sId] = nil; end end
It's already fixed in the script.
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JohnWordsworth
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by JohnWordsworth »

Note. By the end game - you will want to do this every time before you save! The bug causes the game to crash at the point of saving - and it seems to get worse as you work through the release candidate.
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Xanathar
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Xanathar »

Workaround for a bug in my room: there is a.. fuchsia item which can be used both as a weapon or as inventory item for the same effect (that is, in hand or right clicking when it's in the backpack). Using it as a weapon causes the game to crash, so use it as an inventory item as a workaround. (thanks JohnW for finding it :) )
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mahric
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by mahric »

It's possible to finish john wordsworth's room with an unused iron key.
That might affect future rooms that need the party to get an iron key to open a door?

To have an extra iron key left:
- once entered open the door at the end of the room (there's a pit in front of you)
- throw a stone to close the pit and spawn a teleporter
- take the teleporter downstairs (and kill the 2 spiders)
- kill the skeletons guarding on that floor. they each from an iron key
- take the telporter back up (from the room where the spiders were)
- use only 1 of the 2 iron keys to travel to the top floor
- finish the level and step outside with an extra iron key

BTW. I know there's a bug with the timer (as posted earlier), but I can't figure out how to enable the console. I've read several thread and tried to download the python app, but it reported an exception and couldn't find the cfg. Can anyone post a config that I can put somewhere please?
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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

Hmmm on my system I just put:

Code: Select all

console = true
consoleKey = 220
and it works...

Thanks for the report on John's room, most safe way is to make the keys unique. Like "Xalanlin's Guard Key" instead of "Iron Key".
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Isaac
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Isaac »

I enabled the console, but I don't think that I set a key; my default key seems to be the backslash key [above the return/enter key].
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