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

Posted: Sat Jul 02, 2016 7:08 pm
by minmay
THOM wrote:what does "Toorum mode support" mean? Do modders have to pay attention on certain things?
The only additional thing you'd need to pay attention to is that the party movement speed may be 1.5 instead of 1. Currently all of the rooms work fine with 1.5 movement speed afaik.
THOM wrote:And therefore there is no build-in Toorum mode in LoG2 you mean: should we build it in?
Yes, that is what I meant.

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

Posted: Sat Jul 09, 2016 9:50 am
by Isaac
When is the most current file due to be uploaded? [Dropbox]

The one that is there is from June 7th.

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

Posted: Sat Jul 09, 2016 5:26 pm
by Jgwman
Checked with Eleven Warrior a couple days ago. He wasn't actually able to work on what he wanted to due to PC issues, so I believe the version uploaded is actually the most current version still (post aaneton). I'm planning on implementing the first prototype of the final boss in the main file relatively soon, but if you or anyone else wants to work on the file before that, go for it. Just post here if you do.

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

Posted: Mon Jul 11, 2016 9:55 pm
by aaneton
Reading my file is still the latest file, I took the opportunity and uploaded an new version called orrr3_postaaneton2b.zip which contains fixes for the most bugs in my rooms mentioned in the bug tracker. So orrr3_postaaneton2b.zip is now the latest file, please use that one!

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

Posted: Mon Jul 11, 2016 10:34 pm
by Jgwman
Nice, you posted that just in time! Almost started working on the old version :D

Enjoyed your new room's design, very clean and cool with no shortage of loot!

Also, just started messing with your room, minmay...gotta say man, it's pretty darn awesome.

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

Posted: Tue Jul 12, 2016 1:37 am
by Isaac
aaneton wrote:Reading my file is still the latest file, I took the opportunity and uploaded an new version called orrr3_postaaneton2b.zip which contains fixes for the most bugs in my rooms mentioned in the bug tracker. So orrr3_postaaneton2b.zip is now the latest file, please use that one!
8-) Thanks for the new file.

*I updated the pivot tracker page about the arch issue, and a suggested solution.

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

Posted: Wed Jul 13, 2016 8:04 pm
by Jgwman
Update time!

New file uploaded to the Dropbox.

Changelog:
SpoilerShow
Grammar issues fixed in many instances
Dialogue for blacksmith in Abandoned Town changed to use GrimTK (the other hudPrint rats remain for now but can easily be removed if we want to)
Hall of Mages deathtrap removed
Quest item trade-in added to Hall of Mages
All rooms now have correct quest items
Jgwman/minmay/sps999 room bugfixes
Arena spawn/loot tables overhauled
Final boss added
Mod is fully completable
A note to minmay about another bug
SpoilerShow
Not sure if you saw on the tracker, but there is an occlusion issue in my room which I believe is due to the corners of our rooms touching, with a pillar of yours at that location. Best way to solve this?
Since this is hopefully the first fully playable iteration, I think now is most likely a good time to begin specific testing, bug/loot/progression fixing, etc. My rooms particularly need a lot of testing, since there are two bosses (one in my room and the final boss) which are pretty difficult to balance without context of the party's actual level.

Additionally, someone could probably go ahead with making intro/exit cinematics. If you're interested, PM me.

Schedule update:

Room 5. THOM, Date TBD - Catacombs (9x9x3) - All Underground.
Room 11. John Wordsworth (?)- Asylum Dungeon (9x9x3) - All underground.
Room 18. AndakRainor, Date TBD - Dark Tower (9x9x3) - All Inside.
Room 22. Isaac, Date TBD - Forbidden Bog (12x12x2) - Top Overground.

If any of you guys have updates on when you might be ready, lemme know.

I also think it's probably getting near the point where we need to put something else in John's room, if we haven't heard anything from him about it. Perhaps Roxas' room can go here.

Anyone who is interested in testing that does not already have access to the Dropbox can PM me.

I also created a Google form for testers to submit feedback; you can just post here instead if you have an aversion to long forms :)
http://goo.gl/forms/ULoXVSZNggyXlPeO2

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

Posted: Wed Jul 13, 2016 8:13 pm
by minmay
Jgwman wrote:A note to minmay about another bug
SpoilerShow
Not sure if you saw on the tracker, but there is an occlusion issue in my room which I believe is due to the corners of our rooms touching, with a pillar of yours at that location. Best way to solve this?
Oops, silly me. It's probably easiest to get rid of the square where my room intersects with the corridor, i.e. by changing this:
Image
to this:
Image
Is that okay? It would make the level more symmetrical anyway.

If not, it's easy enough to dynamically create/destroy that pillar and change the occluder a bit.

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

Posted: Wed Jul 13, 2016 8:33 pm
by minmay
I uploaded a new file to the dropbox because a material onUpdate hook made it impossible to create custom characters. I didn't realize they would start running while still in the main menu!

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

Posted: Wed Jul 13, 2016 8:53 pm
by Jgwman
Unfortunately, moving the entrance left, and thus the things on that wall to the left, breaks the puzzle (that daemon head needs to be in that particular place). That's the reason why it's touching in the first place.