[REQUEST] Time machine

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Ixnatifual

[REQUEST] Time machine

Post by Ixnatifual »

11 hours, 11 minutes and 11 seconds. That's how long it took me to reach the entrance to the last level of my dungeon and finding out it was broken so I couldn't enter it. Can anyone quickly throw together a time machine so it doesn't take me the bigger part of a week to complete a full test?

I also have to wonder how long it will take to complete for someone who doesn't instantly solve all puzzles and knows where all the secrets are and which route is the quickest...
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mahric
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Re: [REQUEST] Time machine

Post by mahric »

Ixnatifual wrote:11 hours, 11 minutes and 11 seconds. That's how long it took me to reach the entrance to the last level of my dungeon and finding out it was broken so I couldn't enter it. Can anyone quickly throw together a time machine so it doesn't take me the bigger part of a week to complete a full test?

I also have to wonder how long it will take to complete for someone who doesn't instantly solve all puzzles and knows where all the secrets are and which route is the quickest...
I can make it in an hour or so, but the delivery time is more than 2 weeks.
Not quick enough I guess, so I won't bother at all.

But seriously, it must suck to find something that late.
On the bright side: you found it while testing and not every player after spending that much time on your mod.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
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Drakkan
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Re: [REQUEST] Time machine

Post by Drakkan »

I created "super killer weapon" like 1000dmg and 1sec cooldown for this reason. With that you will be able to walk trough your dungeon quite quickly for any testing reasons. When you reach place you want test from, just throw it away.
Another way is to put all staff your party has on some place, make here starting point, make script for exp gain for each member and make teleport to place where you end last.
hope these helped a little.
Breath from the unpromising waters.
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Komag
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Re: [REQUEST] Time machine

Post by Komag »

you can keep track of all gear, import the party members or set as you custom default party temporarily, then add gear and test from there
Finished Dungeons - complete mods to play
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Pandafox
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Re: [REQUEST] Time machine

Post by Pandafox »

you also can teleport your party behind the door (using the console) and continue...
anyway you know you have to fix this problem in the editor.
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Komag
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Re: [REQUEST] Time machine

Post by Komag »

Ixnatifual wrote:11 hours, 11 minutes and 11 seconds...

I also have to wonder how long it will take to complete for someone who doesn't instantly solve all puzzles and knows where all the secrets are and which route is the quickest...
So you are saying that's how long it took you, knowing all the secrets, etc? Then I would guess up to double the time for someone who is new to it.
Finished Dungeons - complete mods to play
Ixnatifual

Re: [REQUEST] Time machine

Post by Ixnatifual »

I also field a group of 4 minotaurs and use food to hold down pressure plates :)
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Diarmuid
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Re: [REQUEST] Time machine

Post by Diarmuid »

I have a technique that allow mods to be updated while reimporting save games, it's working but it's still way experimental. More on it when the LotNR project advances a bit.
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