Tentative changelist for 2.1.19

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Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Tentative changelist for 2.1.19

Post by Granamir »

Another issue i found is with zarcthon pair, seems they get stuck when u move while they are to start the jump-attack, and both tiles (stating and landing) are blocked.
Once u got timing u cen get them stuck 80% times easily.
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Tentative changelist for 2.1.19

Post by petri »

Granamir wrote:Another issue i found is with zarcthon pair, seems they get stuck when u move while they are to start the jump-attack, and both tiles (stating and landing) are blocked.
Once u got timing u cen get them stuck 80% times easily.
We couldn't finish zarchton_pair in time for the release (it's missing second set of animations and it's buggy as you noticed), so it was cut from the main campaign.
Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Tentative changelist for 2.1.19

Post by Granamir »

petri wrote:
Granamir wrote:Another issue i found is with zarcthon pair, seems they get stuck when u move while they are to start the jump-attack, and both tiles (stating and landing) are blocked.
Once u got timing u cen get them stuck 80% times easily.
We couldn't finish zarchton_pair in time for the release (it's missing second set of animations and it's buggy as you noticed), so it was cut from the main campaign.
thank you for answer.
Then i'll cut from my dungeon too.
Firia
Posts: 32
Joined: Fri Feb 06, 2015 6:49 am

Re: Tentative changelist for 2.1.19

Post by Firia »

SO, bug or not, this was annoying. It contains a spoiler, so I will spoiler text it.

In my first playthrough, I found my way to the final-final confrontation. And then!
SpoilerShow
I exit the castle, and there was the little leppy man, the prankster guy. PArdon my brain fart, it's late. :) Anyway, I can see him, and he can see me, but we're still a healthy distance away. Since he wasn't moving, I put a volley of missile weapons into him. They he still didn't move, and I did it some more. repeat repeat. Obviously, he did not die. I ran out of missile attacks, and then advanced for melee. In what was a triggered action in his coding, he ran away when I got close.

This is where there's a hick-up, or a flaw of sorts.

Typically, misses put the weapons on the ground. Hits "stuck" to the monsters. But when the Prankster ran off, none of those weapons dropped. If he was meant to be invulnerable for the confrontation in the caves below, I feel like it was kind of not cool to just suck up all the missile weapons I had in the process. At least if he fled at the first hit, or dropped all the missile weapons when he runs off. Something to that nature.
The game technically did not bug out, as that's how creatures and missile weapons act. But it is one of the only moments where missile weapons are not returned, and it's possible to lose just about all of them in the process.
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: Tentative changelist for 2.1.19

Post by Isaac »

Sounds like an invisible blockage that repels missiles could be placed at the door, and destroyed as soon as he turns to leave. That would leave the items on the ground.
Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Tentative changelist for 2.1.19

Post by Granamir »

I have a request for AH.
Is possible to conform space and coordinates to usual notation? (u can find it here: http://en.wikipedia.org/wiki/Octant_(solid_geometry) )
I'm becoming mad trying to figure out how they works in here (i mean in editor).
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: Tentative changelist for 2.1.19

Post by Zo Kath Ra »

Granamir wrote:I have a request for AH.
Is possible to conform space and coordinates to usual notation? (u can find it here: http://en.wikipedia.org/wiki/Octant_(solid_geometry) )
I'm becoming mad trying to figure out how they works in here (i mean in editor).
Yes, it's weird that tile elevations and level elevations use different signs:
- a tile that's been raised 1 unit above 0 has an elevation of 1
- but a level that's 1 unit above 0 has an elevation of -1
Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Tentative changelist for 2.1.19

Post by Granamir »

Zo Kath Ra wrote:
Granamir wrote:I have a request for AH.
Is possible to conform space and coordinates to usual notation? (u can find it here: http://en.wikipedia.org/wiki/Octant_(solid_geometry) )
I'm becoming mad trying to figure out how they works in here (i mean in editor).
Yes, it's weird that tile elevations and level elevations use different signs:
- a tile that's been raised 1 unit above 0 has an elevation of 1
- but a level that's 1 unit above 0 has an elevation of -1
There are also problems with angles (setWorldRotationAngles)...seems an axis is missing(still trying to figure out how ot works).
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Tentative changelist for 2.1.19

Post by minmay »

Granamir wrote:
Zo Kath Ra wrote:
Granamir wrote:I have a request for AH.
Is possible to conform space and coordinates to usual notation? (u can find it here: http://en.wikipedia.org/wiki/Octant_(solid_geometry) )
I'm becoming mad trying to figure out how they works in here (i mean in editor).
Yes, it's weird that tile elevations and level elevations use different signs:
- a tile that's been raised 1 unit above 0 has an elevation of 1
- but a level that's 1 unit above 0 has an elevation of -1
There are also problems with angles (setWorldRotationAngles)...seems an axis is missing(still trying to figure out how ot works).
Believe me, there is not an axis missing. If your problem is gimbal lock you can modify an object's transformation matrix directly.
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Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Tentative changelist for 2.1.19

Post by Granamir »

Tryed to understand all those math things (my brain is on fire).
Seems my problem is really gimbal lock. So now im' trying to figure out hot to use matrix.
Thank you minmay.

Btw, just for talking, to me gimbal lock problem in euler sistem seems totally nonsense; unfortunately seems math is not an opinion.
Only way i can think of gimbal lock as real problem is if each rotation is set on plane basis and with each rotation u rotate a plane instead of the object (and following rotations basd on rotated plane). But i don't think there is such a mad person to think to do this.
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