[Wip]Rigale V0.16c (Steam and DropBox) fixes + impro. start

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RMariano
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Re: [wip] The Lost continent 2

Post by RMariano »

cromcrom wrote:No. I neither have feedback, nor any kind of support.

Maybe because it crashes too much?? Tried to kill the 1st snail encountered - crash. :o
Regards,

RMariano
minmay
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Re: [wip] The Lost continent 2

Post by minmay »

I think many people prefer to wait until a mod is finished before they play it. That's why you aren't getting feedback or "support".
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.
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cromcrom
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Re: [wip] The Lost continent 2

Post by cromcrom »

nvm.
A trip of a thousand leagues starts with a step.
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sapientCrow
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Re: [wip] The Lost continent 2

Post by sapientCrow »

Don't throw in the Towel Crom.
Those look like some amazing ideas and concepts that will turn out to be an amazing mod.
I like Minmay said do not usually play much unless it is complete. Unless I am specifically asked or there is a specific need for beta/alpha testing.
Please keep creating.
Silence is not lack of support it is just waiting.
Ixnatifual

Re: [wip] The Lost continent 2

Post by Ixnatifual »

Yeah, personally I'm interested in many projects here but I don't want to spoil the experience by playing them before they're pretty much finished. I'm also working on a mod myself but maybe for the same reason I don't want to "reveal it" until it's very close to let some testers loose in the whole thing.

I hope you keep on trucking. I will try to do the same with my mod, but progress is slow. You certainly have some interesting systems going.
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Drakkan
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Re: [wip] The Lost continent 2

Post by Drakkan »

after 10 second of gameplay I attacked the snail and gamecrashed :)

Code: Select all

mod_assets/scripts/cromdamagerepairsystem.lua:70: attempt to perform arithmetic on a nil value
stack traceback:
	mod_assets/scripts/cromdamagerepairsystem.lua:70: in function 'checkDeteriorationOnAttack'
	mod_assets/scripts/objects.lua:35: in function <mod_assets/scripts/objects.lua:30>
	[string "Component.lua"]: in function 'callHook'
	[string "Champion.lua"]: in function 'attack'
	[string "AttackPanel.lua"]: in function 'select'
	[string "AttackPanel.lua"]: in function 'drawItemSlot'
	[string "AttackPanel.lua"]: in function 'updateAttackButtons'
	[string "AttackPanel.lua"]: in function 'update'
	[string "AttackPanel.lua"]: in function 'update'
	[string "Gui.lua"]: in function 'draw'
	[string "GameMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
nevermind, secondr try - after thirty second party becomes tired and i cannot move. but when I tried to rest, it informed me that I am not exhausted and cannot sleep. wtf ? something is wrong here :)
I have also noticed time is moving somehow weird here - shadow of thee is slowly lagging towards. It is not looking well to be honest.

as for general I love the nature scene, it is looking really well and realistic, one of the best I have seen so far. I understand this is just a demo, so not sure what more to write .)



as for your "complaints" for no responses etc... I fully understand you, but I think you have to realize that if best, hundreds of players will be playing your level. And majority players dfo not like playing just demo because they are waiting for full version.
Also speaking for myself - I am modding becuase I like it. It feels fine for my creativity... but I am not expecting too much comments. If yes, I will be glad. If not...hell it was fun to spend 1000 hours with the editor :)
wish you good luck whatever you decide to continue or not.
Ps: just my tip - not sure how huge you have planed your level to be. Probably re-think what you want to accomplish. In worst case you can always share your knowledge and custom assets / scripts with the comunity and help other people to use your work.
Breath from the unpromising waters.
Eye of the Atlantis
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cromcrom
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Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [wip] The Lost continent 2

Post by cromcrom »

Thanks for your support, guys, but I am an old, tired modder.
http://frontieres-nwn2.winnerbb.com/
http://forums.taleworlds.com/index.php?board=209.0
viewtopic.php?f=14&t=3190
http://www.nexusmods.com/skyrim/mods/10850/?
http://www.nexusmods.com/skyrim/mods/11856/?
http://www.nexusmods.com/skyrim/mods/14313/?


I thought I could make it again for LOG2, but I spent to much energy already trying to "figure things out", uploading to nexus (which is a fantastic hassle, at least for me) ,and so on...
I am very sorry if I gave false hopes, but I don't have the strength or envy to keep modding.
As for my codes, I won't share them, they are way to messy and buggy, no big loss.

Have fun in LOG 2.
A trip of a thousand leagues starts with a step.
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cromcrom
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Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [wip] The Lost continent 2

Post by cromcrom »

I am "reviving" this mod. I come back pretty "fresh", as the assets packs have been released, I find it so much easier to mod this game.
Not finished, and probably never will, because I keep adding system, and cleaning bugs, and I am looking for a story to tell eventually.
This is more a survival / heavy semi realistic skills based concept mod.
There are currently only two "maps", but heavily randomized (a "forest" map, and a "mine" map.)
No puzzles, just random spawns, crafting, and various features (currently working on a "tracking" feature).
I am again looking for feedbacks. What would make this kind of gameplay appealing ? Is it even appealing ?
I believe what survival games need are "skills", this is why there are so many here.
You will find it as "Rigale" on steam workshop.
Enjoy, eventually.
A trip of a thousand leagues starts with a step.
Jaberwoke
Posts: 181
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Re: [wip] The Lost continent 2

Post by Jaberwoke »

cromcrom wrote:I am "reviving" this mod. I come back pretty "fresh", as the assets packs have been released, I find it so much easier to mod this game.
Not finished, and probably never will, because I keep adding system, and cleaning bugs, and I am looking for a story to tell eventually.
This is more a survival / heavy semi realistic skills based concept mod.
There are currently only two "maps", but heavily randomized (a "forest" map, and a "mine" map.)
No puzzles, just random spawns, crafting, and various features (currently working on a "tracking" feature).
I am again looking for feedbacks. What would make this kind of gameplay appealing ? Is it even appealing ?
I believe what survival games need are "skills", this is why there are so many here.
You will find it as "Rigale" on steam workshop.
Enjoy, eventually.
That's good news. I've played one of your mods before and enjoyed it very much.
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cromcrom
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Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [wip] The Lost continent 2

Post by cromcrom »

Thank you very much for these kind comments.

Steam workshop updated to V0.3. Added tracking system, the only way to find "special" animals ("fat", more loot; "dangerous", more well, dangerous, but more xp also; "ancient", like dangerous, but worst.), and improved selling to merchant interaction.

I am considering an improved (Learning) spell system.
Like, you would gain specific spell knowledge that would improve your spell. You would gain this knowledge through casting spells, but also reading books, for example.
Any ideas ?

Just thoughts for now, because I have many things on my "to do" list (repair system, and precise wounds/Healing system)
A trip of a thousand leagues starts with a step.
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