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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 7:38 pm
by minmay
Duncan1246 wrote:
minmay wrote:
Duncan1246 wrote:For the first one, Minmay can you precise where is this door?
It's urban_town_wall_01_252.

(Why do the urban_town_wall objects even have ControllerComponents? You can't usefully open or close them anyway because of minimalSaveState and lack of an appropriate bottom. Someone should really remove those...)
Well, I suspected it was it, but I have tested it several times, and after saving/loading the "door" stays open. Even if it was not so, the opening mechanism is always working. It's true that when it's open, the door goes on the level up, becoming an illusionary wall (you can pass through it) but this side effect isn't too bad. In addition, replacing this will break the visual "secret" effect (no secret wall in Skuggarsvein set, needs to use another set) or needs to changes all the walls...
The set DOES have a secret door. It's called "urban_town_secret_door". Use that.
However, someone who wasn't paying attention gave it minimalSaveState, so make sure that gets removed before release...
I suggest replacing the object definition with this:

Code: Select all

defineObject{
   name = "urban_town_secret_door",
   baseObject = "base_door",
   components = {

      {
         class = "Model",
         model = "mod_assets/ext/sx_urban_town/models/sx_house01_wall.fbx",
      },
	  {
         class = "Model",
		 name = "lower_stones_trim",
         model = "mod_assets/ext/sx_urban_town/models/sx_house01_wall_stonestrim.fbx",
      },
		{
			class = "Door",
			openVelocity = 1,
			closeVelocity = -1,
			openingDirection = "down",
			killPillars = false,
			secretDoor = true,
			openSound = "wall_sliding",
			closeSound = "wall_sliding",
			lockSound = "wall_sliding_lock",
		},
},
   placement = "wall",
   editorIcon = 120,
   automapIcon = -1,
   dontAdjustHeight = true,
}
This will open downwards so that it doesn't mess with the level above.
The object is only used in one place right now (the secret door in the abandoned town that I mentioned) so changing it should not be a problem.

And I assure you, the current version's door has minimalSaveState and reverts to closed upon reload. Perhaps it didn't when your room was originally made, but it does now.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 7:52 pm
by aaneton
Link to orrr3_postaaaneton2.zip that includes my 2nd room has now been sent to Jgwman in a PM.
My 2nd room The Rat Laboratory (also) contain 2 secrets.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 10:14 pm
by Jgwman
Thank you, aaneton! File forwarded to Duncan for his fixes. After that, schedule should be open until mid July, during which we can test/bug fix/etc. (Unless Isaac ends up being earlier). Anyone who wants to test post-aaneton room 2, lemme know here or by PM.

Speaking of secrets in aaneton's second room, that's another thing to look out for while testing - just note places that seem like they might should be secrets (and aren't), because it's IMO a pretty cool sense of achievement to unlock secrets (rather than just finding them).

--Stuff I wrote yesterday responding to minmay's testing, etc

Also, Roxas (a long time Grimrock player newer to modding) has asked to make a room for the mod, and so I've asked him to begin working on an indoor room. Unless John shows up soon, someone will need to fill his Asylum room, and I think this should be a good place to put Roxas' room (he knows I'm not certain where I want to put it, so I'm sure we can make slight adjustments to ensure it fits the room). Should John come back to do his, it can most likely work in the Mines (I closed off the Town East main entrance since we didn't have a room for it, but can obviously re-open it).

Now, on to minmay's post:

First, the in between levels: I've added bits and pieces (it was entirely empty; I've added the occasional small puzzle), but if you have time, help with finishing those areas would be great (I did think the outdoor ambience from original LoG2 would probably work, but I honestly didn't pay much mind to it, and something new is always cool regardless).

The Hall of Mages basement trap was a fairly shitty attempt at adding a very small piece of hidden loot on my part. John had added the basement, but not anything to it yet. My reasoning for going the "instant death" route was that the player had most likely saved at the crystal in the town, and considering how safe of an area it was, if the traps weren't instant death, they pretty much wouldn't mean anything. However, I don't disagree that this is just not very interesting; I threw it in in approximately one minute. My thought for a better way to make use of this basement is to make a rewards room (choose loot based on how many extra quest items you have per area). Suggestions on an implementation of this would be helpful, since the solution in ORRR2 was much simpler IIRC (extra seal key? pick a treasure) and doesn't work in this semi open-world format.

My assumption is that the new races, classes, skills, and spells were added by John and he simply never had time to finish them. Most likely, we should just remove them, unless someone particularly wants to finish certain ones of these.

I honestly didn't even think about performance optimizations yet. Personally, a friend and I have been playtesting the file before minmay, and we have had no performance issues (1080p/max settings on my 3rd gen i5/GTX 850m laptop, and I believe 900p/med settings on my friend's 1st gen i7/GTX 460m laptop; mine was almost always solid 60FPS, and though his FPS wasn't recorded, I'm fairly certain it never went below 30). That said, performance optimizations are always welcome; some basic suggestions for people to follow in regards to occlusion/lighting would be helpful.

Combat balance is definitely something we expected to be messed up before any testing. I am certain that my room is, for the most part, far too easy. What makes balance even more difficult is considering how much the player is willing to explore before continuing. Without any of my input, my friend decided to explore the town for secrets before even doing the catacombs (right after he did Eleven Warrior's room) and ended up with a decent gear loadout. Catacombs need to be balanced to essentially account for a party having NO gear and a decent amount of gear (ranged weapons, throwing weapons, and light/heavy melees should all be accessible within secrets in the town; though in the current file there is no heavy weapon, I know where I want to put it).

Speaking of loot, that seems to be the most significant issue with the mod overall. There are very few bombs, rings, necklaces, armor, and even weapons for the most part, and perhaps too many herbs. I'll get more specific on this after more rooms are implemented, but it's something to consider (for example, Skuggasveinn's room has the weapons most parties will use for the entire mod, a very good light, heavy, ranged, and staff weapon - some need to be perhaps moved from here and into another, perhaps replaced by some of those objects lacking).

As for room specific feedback, I am working on a list myself. Your points generally seem reasonable, and we can compare more thoroughly when I've organized my thoughts a bit better (I do personally think Azel's room isn't too difficult - I found escaping the basement to be fairly simple to understand, though I absolutely did not kill all of the monsters; I juked around them, which I imagine you did, too. It definitely should not be permanently sealed, though; perhaps the spike traps/room closing it is just stopped, and the monsters remain or die when it's completed?). As for the difficulty curve, I think a player who finds secrets and does catacombs before everything else should be able to do the other areas fairly easily (my friend pretty much stomped the enemies in Xan's room easily, though he had gotten all the great loot from Skugg's room first - as long as I make it more clear to complete the bog after the other areas, and we spread out loot better, I think it should be fine). He also didn't find Ascension (Dhomo's room) very difficult in regards to damage, but only in regards to puzzles (which is of course good). We definitely need more input on the difficulty curve, but we obviously do need tuning here.

I didn't realize that secret door in the town had minimalSaveState, I'll add that to things to fix. As for why it's there, the idea was to add a couple small secrets to the tavern (the potion in the cellar, and the button to open that door above - that's a small storage area which also closes the route between the pub area and the back, a sort of "even the tavern keeper has secrets" thing). If you think it doesn't fit, we can always just remove the secret door and make the chest directly accessible, should the player have a lockpick, but I personally think it works fine. (The tavern, originally, was one floor, no secrets or anything, and I thought that might spice it up a bit).

NPC cohesion: John had the ratlings placed here, and the town intro dialog. For the others, I went the route of repeatedly printing a useful line of info, not aggro'ing/being killable, etc. It works in a fair amount of games (top down RPGs do stuff like this, like the Breath of Fire games IIRC), but it can definitely be improved if you have thoughts here. Can't really remove them at this point as the blacksmith is essential (we COULD, but more work here; I'm open to whatever you have ideas for). As for not noticing you stealing, I was going by the concept that the rats JUST showed up and everything was the human's, not theirs yet (not fantastic justification, but you can see the rat in the tavern mentioning that he doesn't like human food, etc).

What specifically needs to be done to account for smaller parties? There shouldn't be any puzzles that break from having fewer members, and I thought LoG2 automatically accounted for the difficulty by multiplying the XP each member gets when there are fewer members (been a while since I played a small party, though)?

AndakRainor, the bug you mentioned is one I had already fixed in my original implementation, but someone the fix didn't make its way into my scripts in the mod. I believe the freeze (which was a massive memory leak) should no longer be possible; fireballs can still be stacked, but should not cause issues now (unless the party stands in front of the force field when it releases the mass of fire :) ). Also, a mid July date should be no problem. I'll probably ask more people to start testing before then, and we can come back to later rooms when they are ready.

minmay (and everyone else, obviously), let me know your thoughts on all of this. I'll be back with some specific per-room feedback soon. And for anyone who'd be interested in testing, I think we should probably start that after aaneton's room is done: that way we can make some progress, and since he's the last person currently scheduled to have the file, we can pass it around for bug fixing/rebalancing before Isaac, Andak, Roxas, etc. are ready. If there are any modders who've implemented rooms that might need some changes and aren't hanging around the forums anymore, we may have to change some things without their input, so I'll want everybody else's in those cases - even if you don't have time to help test, your input is appreciated here :)

--End yesterday's essay

BTW, I have started designing the final boss and his arena. Will share details when I get a bit closer.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 10:59 pm
by AndakRainor
Jgwman wrote:My assumption is that the new races, classes, skills, and spells were added by John and he simply never had time to finish them. Most likely, we should just remove them, unless someone particularly wants to finish certain ones of these.
What about a reduced selection from my spells pack? ;)
They have been tested by enough players I think, especially if I remove the crazy ones like teleportation bolts or similar stuff.
Just a suggestion, I would understand if everyone prefers to keep things closer to the official campaign.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 11:19 pm
by Jgwman
I have no problem with that at all, personally. Sounds good. I was just referring to cleaning up the remnants of anything unfinished.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 11:31 pm
by THOM
I would recommend to change not too much of one of the main-features for combat and exploring: the magic. Especially the familiar gestures of basic spells should stay as they are.

But I would consider it as an great addition, if we would implement some of the new spells. The related scrolls could be used as a good and worthwhile reward for finding secrets and so on...

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Tue Jun 07, 2016 11:41 pm
by minmay
Jgwman wrote:What specifically needs to be done to account for smaller parties? There shouldn't be any puzzles that break from having fewer members, and I thought LoG2 automatically accounted for the difficulty by multiplying the XP each member gets when there are fewer members (been a while since I played a small party, though)?
Neither Grimrock 1 nor Grimrock 2 does anything like that.

I just meant that scripts shouldn't assume the party has a specific number of members. An easy example is having an NPC say "adventurers" when there is actually only one adventurer. Other examples of bugs resulting from this assumption that I've seen in mods are:
- disabling some party members for some purpose, then enabling all party members afterwards - even if they were never enabled in the first place, resulting in "New Prisoner"s with 0 health/energy. This problem occurred in ORRR1.
- a "puzzle" that required killing one party member to proceed. Which, of course, made the dungeon unwinnable if you were playing a solo character.
- making disabled party members talk
- placing items in the inventories of party members that aren't enabled, making them impossible to retrieve

In Grimrock 1 you really only had to account for the cases of 1 party member (Toorum) or 4 party members (anything else) since the game wouldn't let you start with 2 or 3 characters unless you imported a party. In Grimrock 2 parties are allowed to start with 1, 2, 3, or 4 members, so you should make mods that can deal with any of those numbers.

Like I said, I'd be happy to finish all the intermediate areas.
Jgwman wrote:My thought for a better way to make use of this basement is to make a rewards room (choose loot based on how many extra quest items you have per area). Suggestions on an implementation of this would be helpful, since the solution in ORRR2 was much simpler IIRC (extra seal key? pick a treasure) and doesn't work in this semi open-world format.
You still get extra quest items for finishing extra rooms, so an ORRR2 style treasure room would still work. Alternatively you could put gold keys inside rooms' secret areas.
Jgwman wrote:I honestly didn't even think about performance optimizations yet. Personally, a friend and I have been playtesting the file before minmay, and we have had no performance issues (1080p/max settings on my 3rd gen i5/GTX 850m laptop, and I believe 900p/med settings on my friend's 1st gen i7/GTX 460m laptop; mine was almost always solid 60FPS, and though his FPS wasn't recorded, I'm fairly certain it never went below 30). That said, performance optimizations are always welcome; some basic suggestions for people to follow in regards to occlusion/lighting would be helpful.
I wasn't talking about performance in general (my room probably has the worst performance in the mod), but of a specific problem resulting from the lack of occlusion: the objects in one room affect the performance of other rooms on the same level. ORRR2 solved this by dynamically creating/destroying large parts of the rooms, and having level geometry that occluded most rooms from each other. I do not think the dynamic creation/destruction optimization is worth it because of how many problems it introduces, especially in Grimrock 2. But making rooms mostly occlude each other should not be too difficult.
Jgwman wrote:NPC cohesion: John had the ratlings placed here, and the town intro dialog. For the others, I went the route of repeatedly printing a useful line of info, not aggro'ing/being killable, etc. It works in a fair amount of games (top down RPGs do stuff like this, like the Breath of Fire games IIRC), but it can definitely be improved if you have thoughts here. Can't really remove them at this point as the blacksmith is essential (we COULD, but more work here; I'm open to whatever you have ideas for). As for not noticing you stealing, I was going by the concept that the rats JUST showed up and everything was the human's, not theirs yet (not fantastic justification, but you can see the rat in the tavern mentioning that he doesn't like human food, etc).
So the reasons I dislike the existing system are:
1. the ratlings all look identical, are in combat poses, and identical-looking ones are fought elsewhere in the mod
2. the way they speak to you is not consistent (one uses the fancy GrimTK dialogue, others use hudPrints which aren't very good imo)
3. I know they are basically unkillable, but you can freely attack them. They should be truly invulnerable instead of visibly taking the damage.
The nice thing about the 3 non-boss ratling monsters is that you can remove their weapons with materialOverrides. Then I could make more relaxed idle animations (which would use like 20kb in the .dat, so don't worry about that). That way they wouldn't look so out of place as NPCs, and I think 3 NPCs is enough (greeter, blacksmith, someone else). Then they could have longer conversations (like the first ratling currently does) and would belong a lot better.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Wed Jun 08, 2016 12:04 am
by Isaac
For those who have forgotten, (and for those who never knew)... There is an ORRR3 Pivitoltracker project page long since setup, and in use. Everyone who wants to report bugs, should post them there; and everyone who wants to fix bugs should update their fixes there. That way everyone can know the current state of the project.

https://www.pivotaltracker.com/n/projects/1353658

** It's become out of date; but not so much that we can't update it to have it be useful again.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Wed Jun 08, 2016 12:12 am
by AndakRainor
minmay wrote:
Jgwman wrote:What specifically needs to be done to account for smaller parties? There shouldn't be any puzzles that break from having fewer members, and I thought LoG2 automatically accounted for the difficulty by multiplying the XP each member gets when there are fewer members (been a while since I played a small party, though)?
Neither Grimrock 1 nor Grimrock 2 does anything like that.
Just a word on that: there is nothing easier than changing the experience rate of a champion, so we could use it for ORRR3. I know your discussion was not about that, and personally I find 4 characters parties more enjoyable, but I have often seen players unhappy about the lack of bonus xp for small teams.

Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Posted: Wed Jun 08, 2016 12:25 am
by Jgwman
Good points from everyone. For your point on the rats, minmay, I agree. I added the hudPrints rather than GUI for a couple reasons - primarily just because it was faster to add (knowing that it wouldn't be too hard to change it later). IMO, we should keep the tavern rat for the third one. I'd be glad to rewrite more interesting dialog and implement it with GrimTK if you can cover fixing the other stuff (animations, etc., and I could use a suggestion for the invulnerability - I disabled the monster component thinking that would do it, but clearly not).

Good points on party members as well; I assumed you meant balance-wise. These are good things to look out for when testing - I know you mentioned at least one case (Eleven Warrior's room) already. Do we think doing something like multiplying XP gains is a reasonable idea, or leave it as-is since it's pretty clear fewer party members is generally more difficult?

I had no idea we have a project bug tracker, Isaac; that definitely helps so we don't have to clutter this thread so heavily.