Jgwman wrote:... in which case we have no one who has offered to fix them.
The way we have done it before, is to get as many rooms up and running as possible, and we would all play the map with an eye for mistakes, and later compare notes; (in ORRR2's case it was using Skype Chat; this allowed instant conference to all involved, and all involved had access to the Dropbox hosted master files). We played through rooms where the designer had long since left the forums, and with no means to contact them. Where designers could be contacted, we could ask the intent of something problematic, and often brainstormed a fix on the spot. We went room by room, until each was it was working as intended; and then we focused on frame-rate, and polish.
Framerate won't be an issue this time, but for LoG1, that meant optimizing (and/or creating new) dungeon models to replace even some of the standard ones, and scripted a layout manager that would actually delete most of the room assets outside of the one the party was currently in; then spawn it all back (in discrete chunks) when needed.
Now we have the Pivotal tracker page, and the way this can work, is to post tested code fixes to the issue in question, and at milestone releases,
someone specific includes the corrections to the new release.
minmay wrote:And obviously I can't just finish other people's 2 unfinished rooms, because that would just be weird.
We did force some people's rooms to work; without permission... It's a double edge, but it gets it done.
My own ORRR2 room had several changes done without my knowing about them; but most I did know; or at least knew fixes would happen. There was a month or so, in the end, that I simply could not work on it; so Diarmuid hammered it out himself, to make the deadline. This was good, and welcomed by me... Though in three instance, a misunderstanding did minor damage to two puzzles and a room feature.
But better the fixes than not. The only reason I didn't make later corrections, was that the map was unanimously locked, and hosted on Steam and Nexus. [Not worth risking new bugs for changing it.]
The entire condemned area in ORRR2, was [afaik] unplanned. Diarmuid did it to fill in the empty space between rooms, and through reserved space whose designers never delivered their rooms. Some later additions to the condemned area included secret doors into orphaned areas inside other modder's rooms; where they had been walled off to the player after completion.