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Re: [MOD]Toorum's Manor

Posted: Sat Dec 14, 2013 5:39 pm
by bongobeat
Unkillable Cat wrote:JimBob: The passage on Level 9 snakes a bit to the southeast before ending by a pit in the far south. Dropping down that pit puts you in a part of Level 10 that is otherwise inaccessible.

EDIT: Bongobeat: I said that up to the Beastmaster I do not recall seeing any monster drop a key, though I may be mistaken. I think it is a good thing that monsters do NOT carry keys, as I, just to name an example, tend to miss out on keys on the ground. When I think of it, there may have been a group of Mages up in the temple that dropped a key, in the Priest Quarters, but fortunately I saw that key immediately.

Thanks to your hints, I have found the area you described. One question, do I HAVE to catch that chest? Because this is a puzzle that makes me tired just by thinking about it.

And that is another problem I am running into with your mod: I am getting tired of playing it. I never thought I'd say this about a Grimrock mod, but it may be too big, too long. At least there is some problem here, as I enjoy playing most Grimrock mods, and yet I am getting tired of this one.
You have to follow the chest until you come in a room, not to catch (I made this joke about the movie catch me if you can). The chest will stay in the center of the room, protected by teleporter. Then try to use button to get the chest out of the teleporters.

Well I got nothing to tell about that. Yes! this mod is really long, it's up to you to continue playing or not. But if you feel bored, then stop playing right now. You have 19 levels more to finish, some large, some very small. I probably made it too long but that's the way it is and that was the feeling when I started to do "something serious", because I really like big mods.

Re: [MOD]Toorum's Manor

Posted: Sun Dec 15, 2013 3:14 am
by Unkillable Cat
Well I've made some progress now. I have to say that Level 16 (The Frozen Lands) feels... boring and dull to me. Things picked up a bit once I passed that.

The Valgyar Legion models slow the game down for me. If I'm only fighting a few groups of them it's somewhat noticeable, but when I'm fighting them in already busy areas (like around Maximo or by the Hangars) then the game slows to a crawl. While the models look cool, they seem to be badly optimized.

I've also discovered a bug: The Lightning Blast spell doesn't give XP when you kill monsters with it.

Re: [MOD]Toorum's Manor

Posted: Sun Dec 15, 2013 3:25 am
by minmay
bongobeat wrote:issue2: normally the damage is stopped when you enter the room, accessed by breaking a wall. I dit not test it with toorum mode, but maybe it's a temporary bug. Can you retry please? You can cheat to go directly to level 19 if you don't have a savegame, if yes I will give you a pm for a cheat room that will be useful to train yourself to test special areas.
That's normal that the damage decrease when changing of level, the more you get far, the less you get damage. The timer's time settings which gives you damage is divided by 2 every time you change level, and get to "normal" if you are in the same level.
Okay, I've just tested it again and found the problem. If you exit the room before the secret door opens all the way, then the damage doesn't stop. If you wait for the door to open all the way before leaving, it does stop. The bug has nothing to do with Toorum mode.
bongobeat wrote:3:which version did you play?
I have already removed some valgar soldiers (in V1.39). I have noticed a big lag when they were spawned, especially when you get the emerald key, I have deleted all monsters coming after. so their is only about 8 monsters spawned at the beginning, when you just come from the stairs. And 6 are standing behind secret doors.
1.39, yes. I think the main culprit on this level is the number of sounds played in the background - I noticed that all the forges and raw material supply bays make noise, as well as the flames on the west end of the level. Consider reducing the maxDistance value on the ambient sounds; this will lower the number that play simultaneously, and that way you won't have to remove any.
bongobeat wrote:If you have played the latest version did you notice a sound issue in level 23 or 24? in the experimental lab or cooling system? They are lots of running sound here.
Those levels were fine.
bongobeat wrote:I don't think they are better in windows version, I got a big lag when a dragon hit another dragon and vice et versa, both on osx and windows 8.
Well, lag is better than the game crashing completely ;)
Unkillable Cat wrote:I've also discovered a bug: The Lightning Blast spell doesn't give XP when you kill monsters with it.
This also seems to be true of the neutron cannon and other "futuristic" weapons. Poison clouds also don't award experience, but that's a bug in Grimrock, not the mod.

Re: [MOD]Toorum's Manor

Posted: Sun Dec 15, 2013 11:14 am
by bongobeat
thanks for the feedback!
minmay wrote: 2. The beginning section of Level 15 when you're teleported back to the start and about 24 Shrakk Torr appear around you. Same problem and solution as 1.
[/spoiler]
Are you sure of that? I don't spawn 24 shrak, their is only 4 group of 4 shraks.
minmay wrote:Okay, I've just tested it again and found the problem. If you exit the room before the secret door opens all the way, then the damage doesn't stop. If you wait for the door to open all the way before leaving, it does stop. The bug has nothing to do with Toorum mode.
Ok that's better, it should only happen if you teleport yourself with the console ;)
But I think I will put other "trigger" to deactivate this damage.
minmay wrote:1.39, yes. I think the main culprit on this level is the number of sounds played in the background - I noticed that all the forges and raw material supply bays make noise, as well as the flames on the west end of the level. Consider reducing the maxDistance value on the ambient sounds; this will lower the number that play simultaneously, and that way you won't have to remove any.
Well I have removed 5 sounds (1 volcano, and 4 ambient sounds of the forge). I have also moved the other sounds (3) near the glass door, of the 3 "forge bay".
The maxDistance was set to 10, It is now set to 8.
minmay wrote:
Unkillable Cat wrote:I've also discovered a bug: The Lightning Blast spell doesn't give XP when you kill monsters with it.
This also seems to be true of the neutron cannon and other "futuristic" weapons. Poison clouds also don't award experience, but that's a bug in Grimrock, not the mod.
Yeah, there is some trick with scripting to avoid that. But I'm definitely not much skilled for that! :oops:

Did you understand something in the level 49? the one with the computer talks?

Re: [MOD]Toorum's Manor

Posted: Mon Dec 16, 2013 3:00 am
by minmay
bongobeat wrote:thanks for the feedback!
minmay wrote: 2. The beginning section of Level 15 when you're teleported back to the start and about 24 Shrakk Torr appear around you. Same problem and solution as 1.
[/spoiler]
Are you sure of that? I don't spawn 24 shrak, their is only 4 group of 4 shraks.
Nah, I just didn't remember the exact number. A group of 4 generates the same amount of sound as 4 individual monsters though.
bongobeat wrote:
minmay wrote:Okay, I've just tested it again and found the problem. If you exit the room before the secret door opens all the way, then the damage doesn't stop. If you wait for the door to open all the way before leaving, it does stop. The bug has nothing to do with Toorum mode.
Ok that's better, it should only happen if you teleport yourself with the console ;)
Actually, you can move through doors before they open completely. This is most noticeable with "secret" doors because they tend to open quite slowly, including this one.

Re: [MOD]Toorum's Manor

Posted: Tue Dec 17, 2013 5:40 pm
by bongobeat
minmay wrote:Actually, you can move through doors before they open completely. This is most noticeable with "secret" doors because they tend to open quite slowly, including this one.
Mhh I had to test that. I don't understand how you can exit any doors, as their is only one way where you can escape, and you have to wait that the secret door opens itself, then break a blockage behind. :shock:

Re: [MOD]Toorum's Manor

Posted: Tue Dec 17, 2013 7:24 pm
by JimBob
Level 15 Stairs.

Is there a logic to this level or are you moved about randomly?

Re: [MOD]Toorum's Manor

Posted: Tue Dec 17, 2013 7:28 pm
by bongobeat
JimBob wrote:Level 15 Stairs.

Is there a logic to this level or are you moved about randomly?
there is no random teleporting, you have to find a key through these stairs.

Re: [MOD]Toorum's Manor

Posted: Tue Dec 17, 2013 7:28 pm
by bongobeat
Version 1.40 is up!

Re: [MOD]Toorum's Manor

Posted: Tue Dec 17, 2013 9:16 pm
by Unkillable Cat
bongobeat wrote:there is no random teleporting, you have to find a key through these stairs.
Hint #1: There's a pattern through them, and it's always the same.

Hint #2: Sometimes it's best to go back the way you came.