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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d
Posted: Thu Sep 24, 2015 8:05 am
by Lightangels
I want to have the surprise and discover this mod, because i think i will be a let's play with a face cam on my youtube channel FR.
So sorry man
.
Re: [MOD] - Eye of the Atlantis - RELEASED version 2d
Posted: Thu Sep 24, 2015 3:33 pm
by Drakkan
Lightangels wrote:Hello Drakkan, nice to have some news about your mod.
Do you think Eye of the Atlantis could be played on Hard mode ? or it's impossible for the begining ?
As any other Log dungeon, even EotA could be played on hard of course
but I just do not recommend it for several reasons - I myself consider normal option to be hard (and trust me I am quite hardcore player), I never test it on hard option and also i think the added value from hard option here is not a benefit but just frustration.
Lightangels wrote:I want to have the surprise and discover this mod, because i think i will be a let's play with a face cam on my youtube channel FR.
So sorry man
.
I would really appreciate any lets play video from regular player, that sounds fantastic. Final version in its beta stage is ready, I will probably upload it tomorrow as speaking for myself, all testing went just fine.
Re: [MOD] - Eye of the Atlantis - RELEASED version 2d
Posted: Fri Sep 25, 2015 3:16 pm
by Drakkan
After about a year since Log2 comes out I finally uploaded finished version of my dungeon. I do not expect many log players around nowadays, but still would welcome any feedbacks, comments or whatever you want. Enjoy and have a fun.
https://www.dropbox.com/s/ubeq491dkr7za ... a.zip?dl=0
http://www.nexusmods.com/legendofgrimrock2/mods/45/?
Re: [MOD] - Eye of the Atlantis - RELEASED version 2d
Posted: Fri Sep 25, 2015 5:12 pm
by RMariano
There are plenty of us out here playing the fabulous maps like yours.
Thank you for your efforts!
Re: [MOD] - Eye of the Atlantis - final version
Posted: Fri Sep 25, 2015 7:30 pm
by andyroosta
Thanks a lot..i'm always playing Grimrock mods so i appreciated any updates/new mods ! Enjoying the mod very much Drakkan.
Re: [MOD] - Eye of the Atlantis - final version
Posted: Fri Sep 25, 2015 9:13 pm
by minmay
It took about 8 months for the first good Grimrock 1 mod to be released. I think you're fine.
edit: you also released this as "final" when the very first puzzle in the game (pushable blocks on the first level) doesn't work. You can push blocks over all 3 triggers and the door doesn't open, because for some reason you made the script require specific blocks on specific triggers, even though there are multiple ways to arrange the blocks on the triggers. Please start testing your mods.
edit2: you also have magma golems placed where they can cause a crash (in The Outpost), use some other monster or remove their projectile
Re: [MOD] - Eye of the Atlantis - final version
Posted: Sat Sep 26, 2015 12:36 am
by Drakkan
minmay wrote:It took about 8 months for the first good Grimrock 1 mod to be released. I think you're fine.
edit: you also released this as "final" when the very first puzzle in the game (pushable blocks on the first level) doesn't work. You can push blocks over all 3 triggers and the door doesn't open, because for some reason you made the script require specific blocks on specific triggers, even though there are multiple ways to arrange the blocks on the triggers. Please start testing your mods.
edit2: you also have magma golems placed where they can cause a crash (in The Outpost), use some other monster or remove their projectile
puzzle - I admit this is matter of scripting on first place as I did not find better script around. Also I never found more that one solution to this puzzle, so you are just abnormaly clever I have to say.
golems - how did you achieve crash ? Their projectile never crashed the game for me.
Re: [MOD] - Eye of the Atlantis - final version
Posted: Sat Sep 26, 2015 12:43 am
by minmay
there are much better approaches to the pushable block puzzles than your approach, but here is a replacement for your checkBlocks() function that will fix this bug:
Code: Select all
function checkBlocks()
for z = 1, #plate do
local pressed
for e in self.go.map:entitiesAt(plate[z][1],plate[z][2]) do
if e.pushableblock then pressed = true break end
end
if not pressed then return end
end
door1.door:open()
end
as for magma golems:
viewtopic.php?f=22&t=9718
as best anyone can figure out, you should avoid using magma golems if they are anywhere near an elevation change (which they are in this case)
edit: you also don't remove the clickables after the find-the-right-trickster "puzzle" is solved, which means the player can keep clicking on that spot and get infinite xp so long as they don't let the particles/light go away
also pretty much all of your attack spells are broken, they don't spawn projectiles at the right positions or give xp
edit2: elune's ingredient quest
still doesn't work: it removes all frozen shards from your inventories instead of just one. What the hell is it going to take to get you to test your code? You knew you got it wrong the first time, but it STILL didn't occur to you to test your fix? I think I'm not going to do any more favors for you, since you are clearly A. unwilling to do any work, and B. ignoring everything I tell you anyway.
edit3: I have noticed that you put my name in the credits etc.
I asked you not to do this. I would really appreciate it if you removed all mentions of me in the next version. I do not want my name on a mod that is filled with stolen content and casual sexism.
edit4: I know this all probably sounds pretty abrasive, but I really feel like every polite request I make is just being ignored.
Re: [MOD] - Eye of the Atlantis - final version
Posted: Sun Sep 27, 2015 1:14 pm
by Drakkan
minmay wrote:there are much better approaches to the pushable block puzzles than your approach, but here is a replacement for your checkBlocks() [/code]
as for magma golems:
viewtopic.php?f=22&t=9718
edit: you also don't remove the clickables after the find-the-right-trickster "puzzle" is solved, which means the player can keep clicking on that spot and get also pretty much all of your attack spells are broken, they don't spawn projectiles at the right positions or give xp
edit2: elune's ingredient quest
still doesn't work: it removes all frozen shards from your inventories instead of just one.
edit3: I have noticed that you put my name in the credits etc.
I asked you not to do this. I would really appreciate it if you removed all mentions of me in the next version. I do not want my name on a mod that is filled with stolen content and casual sexism.
edit4: I know this all probably sounds pretty abrasive, but I really feel like every polite request I make is just being ignored.
you are qutie weird fellow minmay... But I am not going to argue with you.
block script - thanks, replaced with yours, working well as usually
golems - I am not going remove them, this seems for quie a rare bug, I tried to achieve crash, but it never occured.
spells - this is above my scripting skills (and as you told me several times - again scripts are from somebody else and are evidently broken :/ as long as the game is not crashing it will stay this way unfortunately. Yes I can live with that.
trickster problem - this is matter of animation when dying, I just gave exp reward to another script, but good catch.
elune quest - this is first time I hear about this, there was missing trigger, which was bug I thought you reported and that was corrected. I fixed the ingredient issue as well now, thanks
credits - I never heard specificaly you do not want be credited, but not going to argue with you, will upload new version today / tomorrow without mentioning your name, however you will stay credited in this thread, hope you dont mind.
edit4 - you are wrong about this and I am sorry you feel it that way.
thanks for your help and do not visit Elunes shop anymore as you are evidently strongly offenced
Re: [MOD] - Eye of the Atlantis - version 3
Posted: Sun Sep 27, 2015 1:53 pm
by AndakRainor
Hello!
If your spells problems have anything to do with my spell pack, I just have uploaded a new version today. It fixes XP problems and also projectiles starting position, among other things. So it seems exactly to be what is wrong in your current code. If you have any difficulty to adapt your own spells or use the ones I defined, I would be happy to help !