(WIP) Curious Conundrum / CFD 2012 submission

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Redweaver
Posts: 68
Joined: Tue Dec 04, 2012 1:13 am
Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

msyblade wrote:the cinematic wont come up in the editor, u have to export and play. notice the pic is just assets, not mod_assets, that's something built into the game.
Moved the hidden plate I had set to trigger it right in front of starting point. Game crashed. Commented out of the script entity til I get it fixed.
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop

Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
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msyblade
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Location: New Mexico, USA
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by msyblade »

Remove the .ogg reference in your ending.lua, likely a sound problem.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
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Redweaver
Posts: 68
Joined: Tue Dec 04, 2012 1:13 am
Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

msyblade wrote:Remove the .ogg reference in your ending.lua, likely a sound problem.
I commented it out with a -- and it was before I tried it, cause I knew I didn't have that file.
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop

Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
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msyblade
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Location: New Mexico, USA
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by msyblade »

Between your ending and credits, You need to

fadeOutText (0.5)

sleep (1)

After click(),...before setFont
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
Redweaver
Posts: 68
Joined: Tue Dec 04, 2012 1:13 am
Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

msyblade wrote:Between your ending and credits, You need to

fadeOutText (0.5)

sleep (1)

After click(),...before setFont

Code: Select all

File not found: /mod_assets/cinematics/ending.lua
stack traceback:
	[C]: in function 'error'
	[string "CinematicMode.lua"]: in function 'enter'
	[string "FSM.lua"]: in function 'setState'
	[string "GameMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk

OS Version 5.1

OEM ID: 0
Number of processors: 2
Page size: 4096
Processor type: 586

Total memory: 2047 MB
Free memory: 764 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: NVIDIA GeForce 7600 GS 
  State flags: 08000005

Display device 1:
  Device name: \\.\DISPLAYV1
  Device string: NetMeeting driver
  State flags: 00000008

Display device 2:
  Device name: \\.\DISPLAYV2
  Device string: RDPDD Chained DD
  State flags: 00000008
file in mod_assets\cinematics\ending.lua

Code: Select all

enableUserInput()
-- startMusic("mod_assets/sounds/intro.ogg")

showImage("assets/textures/cinematic/intro/page02.tga")
fadeIn(2)

-- show the title text
sleep(1)
setFont("IntroTitle")
showText("The End", 3)
sleep(2)
fadeOutText(1)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
You escaped!


...so why are the hairs on the back of your neck standing up?
]])
click()

fadeOutText (0.5)
sleep (1)

setFont("Intro")
textWriter([[
"A Curious Conundrum" Credits:


     Designed, written, and created by Redweaver




                     Playtesters/Creative input:


Grimwold for all his scripting help.

msyblade for banging ideas together with me and reminding me to give credit where credit's due.

Komag for reminding me to RTFM while I was scripting.


   The ability to put a project like this together: 

The entire, awesome community on the grimrock.net forum.



And YOU!


Thanks so much for playing!!

]])
click()
fadeOutText(0.5)

fadeOut(4)
-- fadeOutMusic(3)
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop

Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
Ancylus
Posts: 50
Joined: Thu Oct 11, 2012 5:54 pm

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Ancylus »

I've played partway through the level, here's a condensed report:
SpoilerShow
Button does nothing? Advance along the corridor, read notes on walls. Order, direction, color?

Go left twice, find large empty room, keys begind gates.

Leave, go left, corridor with trapdoors. Open/close pattern too complex to figure out quickly, fell down. Two snails in small room, beat one, new one appears? Flee outside. Teleporter takes back to trapdoor corridor.

Get past the corridor (wait for quick close/open, move on next close), skeletons come from behind secret doors. On killing second one game crashes with message "mod_assets/scripts/monsters.lua:159: attempt to call global playsound (a nil value)". (playsound should have capital S?) Happens same way on repeat attempt.

Leave skeleton room, still go left, find branching corridor with teleports. Teleport maze. Eventually find new corridor, secret button on wall, get longsword.

"Beware the obvious!" Ordinary button trapped? Press secret button, gate opens, kill slime. Press wall button, another room opens. Point of message unclear. Something different happen if press buttons in different order?

Leave the room, find note. Hint for later puzzle?

Room with levers and button. Based on note, try up/down/down/up/up, door opens. Out of curiousity try different combination, struck with ice, door closes. Open again.

Skeleton archer, kite back to room and kill there.

Room with button, feels like trap, got to press anyway. Only teleport back to beginning?

Back to teleport maze, examine remaining options. Nothing new found.

South to violet area. Lots of rocks lying around, to throw on plates?

Jump into pit to see what's below. Complete darkness, can turn but nothing to see or do. (No room under pits?) Have to reload.

Throw rocks on plates to open door. On approach door closes. Timed or triggered by plate? Bet on timer, throw more rocks and rush through. Except plates already pressed by previous rocks (duh!), so no effect.

Secret button in corridor, find leather brigandine.

Can't find way through door, visit large SW room again, red gate open (red area completed?), get key.

Open east door with key, get red gem. Try placing on entrance corridor middle alcoves, first east then west. No effect.

Back to skeleton room, kite some back to corridor and down the pits, more keep appearing. Killing skeletons still crashes game. Jump down to pit, find skeletons & herders, get slaughtered.


Restart level, go to violet area, throw rocks and rush through door. Success! Earlier timer theory apparently correct. Is there a way through after failing once?

Room with pillars. At SW corner, turn north, step east, crash with message "[string "Teleporter.lua"]:0: attempt to index field 'map' (a nil value)"

Crashes keep happening in the room. Clear path exists? No obvious marks, don't want to try blind when every misstep requires restarting the game. No way back since door closed.


Restart again, go past teleport maze and try ordinary button first. Same effects as last time, meaning of message still unclear.

Explore trapdoor corridor. Below, confirm that more snails appear as previous ones killed. In other rooms crowerns and small herders.

Above, notice that on faster trapdoor toggles animation glitches a bit, open starts before close finished.

Find secret button and scroll.

Can't find anything else to do with two areas unstable.
To summarize the worst issues: crashes at skeletons and pillar room, getting stuck in pits in violet area, possibly getting stuck in same area if first attempt to get through door fails.

Other impressions:

Different areas have been placed quite far apart and given more than minimum space. As a result, the level has a distinct feel compared to the usual cramped corridors.

Balance seems to be ok. The combat and puzzles I passed weren't all that difficult, except for the rooms under trapdoors; fighting multiple enemies in small space is always more challenging. The skeleton fight will likely also be tougher, and I can't yet say anything about the pillar room puzzle and beyond.

Personally I don't much care for respawning enemies, but I guess that's a matter of taste. You might look into ensuring they don't just appear out of thin air, though, at least when the player is looking. Unlimited XP gain might also be problematic, though it can probably be dealt with.

Equipment could be handed out more generously, though of course there might have been more that I missed. Food is plentiful.

I also noticed that found secrets don't show up in the statistics, they kept showing 0/3. You need to activate the secret object to update statistics, it also plays the secret sound.
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msyblade
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Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
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Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by msyblade »

I'm betting you simply made a txt file, and called it .lua. Instead, copy a .lua file there, erase it and rename it.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
Redweaver
Posts: 68
Joined: Tue Dec 04, 2012 1:13 am
Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

Ancylus wrote:I've played partway through the level, here's a condensed report:
SpoilerShow
Button does nothing? Advance along the corridor, read notes on walls. Order, direction, color?

Go left twice, find large empty room, keys begind gates.

Leave, go left, corridor with trapdoors. Open/close pattern too complex to figure out quickly, fell down. Two snails in small room, beat one, new one appears? Flee outside. Teleporter takes back to trapdoor corridor.

Get past the corridor (wait for quick close/open, move on next close), skeletons come from behind secret doors. On killing second one game crashes with message "mod_assets/scripts/monsters.lua:159: attempt to call global playsound (a nil value)". (playsound should have capital S?) Happens same way on repeat attempt.

Leave skeleton room, still go left, find branching corridor with teleports. Teleport maze. Eventually find new corridor, secret button on wall, get longsword.

"Beware the obvious!" Ordinary button trapped? Press secret button, gate opens, kill slime. Press wall button, another room opens. Point of message unclear. Something different happen if press buttons in different order?

Leave the room, find note. Hint for later puzzle?

Room with levers and button. Based on note, try up/down/down/up/up, door opens. Out of curiousity try different combination, struck with ice, door closes. Open again.

Skeleton archer, kite back to room and kill there.

Room with button, feels like trap, got to press anyway. Only teleport back to beginning?

Back to teleport maze, examine remaining options. Nothing new found.

South to violet area. Lots of rocks lying around, to throw on plates?

Jump into pit to see what's below. Complete darkness, can turn but nothing to see or do. (No room under pits?) Have to reload.

Throw rocks on plates to open door. On approach door closes. Timed or triggered by plate? Bet on timer, throw more rocks and rush through. Except plates already pressed by previous rocks (duh!), so no effect.

Secret button in corridor, find leather brigandine.

Can't find way through door, visit large SW room again, red gate open (red area completed?), get key.

Open east door with key, get red gem. Try placing on entrance corridor middle alcoves, first east then west. No effect.

Back to skeleton room, kite some back to corridor and down the pits, more keep appearing. Killing skeletons still crashes game. Jump down to pit, find skeletons & herders, get slaughtered.


Restart level, go to violet area, throw rocks and rush through door. Success! Earlier timer theory apparently correct. Is there a way through after failing once?

Room with pillars. At SW corner, turn north, step east, crash with message "[string "Teleporter.lua"]:0: attempt to index field 'map' (a nil value)"

Crashes keep happening in the room. Clear path exists? No obvious marks, don't want to try blind when every misstep requires restarting the game. No way back since door closed.


Restart again, go past teleport maze and try ordinary button first. Same effects as last time, meaning of message still unclear.

Explore trapdoor corridor. Below, confirm that more snails appear as previous ones killed. In other rooms crowerns and small herders.

Above, notice that on faster trapdoor toggles animation glitches a bit, open starts before close finished.

Find secret button and scroll.

Can't find anything else to do with two areas unstable.
To summarize the worst issues: crashes at skeletons and pillar room, getting stuck in pits in violet area, possibly getting stuck in same area if first attempt to get through door fails.

Other impressions:

Different areas have been placed quite far apart and given more than minimum space. As a result, the level has a distinct feel compared to the usual cramped corridors.

Balance seems to be ok. The combat and puzzles I passed weren't all that difficult, except for the rooms under trapdoors; fighting multiple enemies in small space is always more challenging. The skeleton fight will likely also be tougher, and I can't yet say anything about the pillar room puzzle and beyond.

Personally I don't much care for respawning enemies, but I guess that's a matter of taste. You might look into ensuring they don't just appear out of thin air, though, at least when the player is looking. Unlimited XP gain might also be problematic, though it can probably be dealt with.

Equipment could be handed out more generously, though of course there might have been more that I missed. Food is plentiful.

I also noticed that found secrets don't show up in the statistics, they kept showing 0/3. You need to activate the secret object to update statistics, it also plays the secret sound.

Excelent. Thank you. I tried to fix all of your issues, the only one I don't know what to do with is the teleporter room, because that's copy/pasted Grimwold script and way over my head. There is, however, a note that shows the way through, and hopefully that will help until I can get it correctly fixed and it isn't needed any more.


Oh, and the equipment is a little thin, because you're expected to be 3rd or 4th level, so you should already have equipment. Not sure what to do with this.

New versions are up on both steam and nexus.
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop

Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
User avatar
msyblade
Posts: 792
Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
Contact:

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by msyblade »

Got an Alpha build of my entry on the HH2 page, if ennybody wants ta check it out and give some comments :)

http://grimrock.nexusmods.com/mods/56

Redweaver, you may have made a txt file, and called it .lua. Instead, copy a .lua file there, erase it and rename it.

also need this part after your end ]])

Code: Select all

click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
Redweaver
Posts: 68
Joined: Tue Dec 04, 2012 1:13 am
Location: Illinois, USA

Re: (WIP) Curious Conundrum / CFD 2012 submission

Post by Redweaver »

msyblade wrote:Got an Alpha build of my entry on the HH2 page, if ennybody wants ta check it out and give some comments :)

http://grimrock.nexusmods.com/mods/56

Redweaver, you may have made a txt file, and called it .lua. Instead, copy a .lua file there, erase it and rename it.

also need this part after your end ]])

Code: Select all

click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)
I've tried copying a .lua and renaming it. Should I not be using Notepad to save? I know I gotta use the dropdown to change to "all files". And I have that bit at the end, unless you mean it needs in there twice...check my last code box where I list it's contents.
My finished mods:
A Curious Conundrum http://grimrock.nexusmods.com/mods/135 also on Steam Workshop

Current WIP:
Lair of Unarak http://grimrock.nexusmods.com/mods/137
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