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Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 12:35 am
by JohnWordsworth
Is timer performance related to clock speed and/or FPS?
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I play at 120Hz on my monitor usually - and while I couldn't get over those pits when I quickly played through in 0.9i or so the other day, I only tried twice as I had the lightning guns and was testing the patrols really!
No Grimrock time in the end today (Sunday is manic D&D planning as GM for the afternoon session, followed by pub with D&D group - so it's always different!). Will play through tomorrow though and see if I can do those pits :).

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 12:42 am
by Xanathar
Can you remember where you were coming from when you noticed them deadlocked?
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It was for sure well after I pressed the big button with the "don't press this" text :D
I think it was some time after that actually, as I was going back on my steps to check if I missed something (I was kind of stuck because I didn't get a couple of puzzles).

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 12:46 am
by Xanathar
Is timer performance related to clock speed and/or FPS?
Actually I don't think they are related, but if there are FPS drops is even more difficult to move quickly. I was about 35/40 fps in that room (not unusual for my laptop).
Anyway the puzzle was feasible (as I could do it!) and definetely a lot less frustrating than, say, the level 7 iron door of the original game (which I could only do with Toorum :roll: ), so I'd say not a problem at all!

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 12:47 am
by SpiderFighter
Thanks for the detailed comments! My replies are below yours.
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Xanathar wrote:I actually had an overpowered party, as being lazy I imported one from some previous run of the descent itself, I found the red teleport with characters at 5th level. Party was a sword fighter, a dagger rogue, a fire mage and a second ice mage - this was also metagamed as vaguely knew the items in the first rooms. If you want I'll be happy to replay it with a weaker party.
No worries, I've played it from scratch, and I'm not a world-class player by any stretch. I appreciate the offer, though.
Xanathar wrote:I know there will probably be other frankenlevels before yours, but I still point out that there were no missile weapons nor axes - porbably worth checking that the players have a way to get them before yours, specially considered your level has a good sword and good maces (ogre one and a knoffer).
There are a couple of shuriken, several rocks, and the arrows dropped by the archers (none of them in secret areas. If they're too easily missed, I can add a bit more, but we've been asked not to overdo it (I'm justifying the Ogre's hammer because it will be a while before anyone can equip it...at least, in my own mind!).
Xanathar wrote:Timing on the archer's room was very tight on my system (a very fast core i7 laptop with a sucky nvidia video card) - I had to rely on the metagaming fact that jumping in a pit which will be closing (even if displayed almost wide open) will not cause a fall down. Thanks to the mage-heavy party, I killed the archers at range with ease, so I didn't have to worry about them when crossing the pits anyway.
Also very tight is the timing of the "throw the stone after teleporting", but could be managed too.
I can tweak the timing a bit, thanks. You overthought the other puzzle though: Just hit the switch, turn and throw the rock; no teleporting necessary. :)
Xanathar wrote:Very minor issue #1 - fell down from a pit in the archers' room. Entered the green gem crowern passage. Going back, in the room where the two snails were, there is a flickering pillar.
Thanks, I'll check that out. I think someone mentioned a lantern earlier I forgot about, too.

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 12:50 am
by SpiderFighter
JohnWordsworth wrote:Is timer performance related to clock speed and/or FPS?
SpoilerShow
I play at 120Hz on my monitor usually - and while I couldn't get over those pits when I quickly played through in 0.9i or so the other day, I only tried twice as I had the lightning guns and was testing the patrols really!
No Grimrock time in the end today (Sunday is manic D&D planning as GM for the afternoon session, followed by pub with D&D group - so it's always different!). Will play through tomorrow though and see if I can do those pits :).
It must be related then, because I don't have a problem getting across. It's tight, but doable. Grab the next version tomorrow though, instead of 0.9i, and I'll tweak them a bit plus look at the other issues Xanathar raised.

I miss those D&D sessions! If you're familiar with rolld20 we ought to get an online group together some time.

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 12:55 am
by SpiderFighter
Xanathar wrote:
Is timer performance related to clock speed and/or FPS?
Actually I don't think they are related, but if there are FPS drops is even more difficult to move quickly. I was about 35/40 fps in that room (not unusual for my laptop).
Anyway the puzzle was feasible (as I could do it!) and definetely a lot less frustrating than, say, the level 7 iron door of the original game (which I could only do with Toorum :roll: ), so I'd say not a problem at all!
I remember having reached an impasse on the original game, the puzzle early on that deals with hitting buttons to control the pittraps spread across the room. FInally I went on the forums and somebody mentioned turning down all the graphics options. Went back to the game and, boom! - no problem.

It does seem like LoG is a videoRAM intensive game, moreso than most in terms of timing issues.

(Thanks for the info on when the deadlock occurred. Were you ever able to figure out the puzzles you were stuck on?)

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 1:02 am
by Xanathar
Uh I miss d&d!
About the deadlock: tomorrow I'll try to load old saves and backtrack the point. I can also send you the saves if you find them useful.

Got to go to sleep now, goodnight :)

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 1:04 am
by SpiderFighter
Xanathar wrote:Uh I miss d&d!
About the deadlock: tomorrow I'll try to load old saves and backtrack the point. I can also send you the saves if you find them useful.

Got to go to sleep now, goodnight :)
No worries, I was just curious. I know it's probably one of two counter/plate combinations I need to tweak.
G'night. :)

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 1:10 am
by JohnWordsworth
Cool to read about the timers. I see what you mean - if your FPS is low, then you get less time to make your moves I guess. I was probably just being slow when I tried the pit :p.

Would be up from a Grimrock RollD20 game at some point. Maybe in the New Year when I'm in Canada and will be looking for a new game to play/run!

Re: [Map for CFD2012 ] "The Descent" -File and discussion th

Posted: Mon Dec 03, 2012 5:53 pm
by SpiderFighter
JohnWordsworth wrote:Cool to read about the timers. I see what you mean - if your FPS is low, then you get less time to make your moves I guess. I was probably just being slow when I tried the pit :p.
Here's what's coming in v0.9j:
  • - Replaced the clipping lantern (to give the player an extra torch before dropping into the pit, and also to illuminate it better)
    - Replaced the ogres' hammers with a "Weak Hammer" which has a skill level of 6 and does 10 damage.
    - Adjusted the ogres' power accordingly (they only hit for 65 now instead of 80 :) )
    - Adjusted the timers in the archer / pit trap room to give players a bit more time to walk across them
    - Dressed the Serpent Bracer room to better reflect what previous adventurers have experienced in there. :)
    - Tweaked the positioning and text of the sign in the Serpent Bracer room
    - Added two more plates with counters to destroy patrols and spawn new ones (to keep them from getting too close together), and reduced the counter on another
    - Lowered the patrol spawn timer to 0.6 (since all attached plates now only activate once)
    - Added four small herders
    - Replaced one spider with a small herder (in the "broken lever") room
    - Removed the "Do not touch this button!" text and button and implemented a proper puzzle for the secret door...
    - ...which has now been replaced with a portcullis (as has the secret door on the other end of the same hall).
    - The cryptogram on the wall in the teleporter maze now says (in English), "Which way were you facing when you arrived here?" (Hopefully, that coupled with the scroll found at the start of the telemaze will trigger an "a-ha" moment for players)
Upload in about an hour; exporting and playing completely through. For this run, I'm going to jack every setting down to low to increase the game's speed, just to make sure there aren't any problems with computers better than mine.

[EDIT at 12:14pm]
After playing, added the following:

Additional fixes in v0.9j:
- Fixed clipping issues around final portcullis
- Changed plate location that opens wall after lvl 2
- Moved the healing crystal back a tile (so player can't click through portcullis)
- Initialized marching patrols when the player arrives at the last tile of the teleporter puzzle (instead of the tile after)
- Changed location of light source in spider/small herder room (shining through other side of wall)
- Added potion recipes (Anti-venom and Health)
- Added deletion of all counter-connected pressure plates to final swap of patrols script (so player doesn't spawn new patrols after engaging them in exit cage)

https://www.dropbox.com/s/ilixgkv7pwjwc ... nt_09j.dat