[DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Phew! My room (room 3) has been completed. It will likely need a bit of additional testing when the first 2 rooms have been added, purely for balancing purposes (I don't know what items they will have by room 3), but apart from that - I'm done! Apologies to all that it took about a week for my room - I had an international flight in the middle and it took a lot longer than I expected.
I've not really added anything that is of use outside of my room, but to whet your appetite I've added the following: Zombie Ogre, Uggardian Ghost, Phantom Spider, Savina's Gem, Rod of Savina.
I've not really added anything that is of use outside of my room, but to whet your appetite I've added the following: Zombie Ogre, Uggardian Ghost, Phantom Spider, Savina's Gem, Rod of Savina.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I've just played through JW's room and it's fantastic. Probably one or two little tweaks of balance as he said, when we see the first rooms. File's heading back to spiderfighter soon
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Do i need to download Any of these key mods etc. In order to make a room?
if not, i call 14.
EDIT: im in
if not, i call 14.
EDIT: im in

Last edited by The cube on Fri Apr 26, 2013 5:33 pm, edited 1 time in total.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
@The Cube: They are already included in the dungeon file(s) that you will be sent when it's time to do your room. If you are planning on doing your room before hand in a local file as a test run before adding it to the shared room file(s) then you just need to remember to switch out the key that is hidden in your room with the correct key type when you get to add it to the ORRR2.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Woohoo, another room rented
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Indeed, if you wish to work on your room ahead of time, I can send you the current version of the orrr as a template, you'll just have to copy paste that in the main dungeon when it gets back to you.
EDIT: BTW: The file is still with me, we tested and tweaked JohnW's room a bit, and then we've noticed a few little things that need fixing with the central room, like preventing players from throwing items in the pit (which does not exist) or light leaking in some places. I'll do a bit of it before sending it to spiderfighter. Also, I'm updating to the latest LoG framework, which means that we can now each put onDrawGui hooks dynamically in our own script entities, and that will be that less confilcts to handle with different party redefinitions. I'm also including EXSP lite for spell spinners. I'll use them in my room, and everyone else is welcome to use them too if you wish).

Indeed, if you wish to work on your room ahead of time, I can send you the current version of the orrr as a template, you'll just have to copy paste that in the main dungeon when it gets back to you.
EDIT: BTW: The file is still with me, we tested and tweaked JohnW's room a bit, and then we've noticed a few little things that need fixing with the central room, like preventing players from throwing items in the pit (which does not exist) or light leaking in some places. I'll do a bit of it before sending it to spiderfighter. Also, I'm updating to the latest LoG framework, which means that we can now each put onDrawGui hooks dynamically in our own script entities, and that will be that less confilcts to handle with different party redefinitions. I'm also including EXSP lite for spell spinners. I'll use them in my room, and everyone else is welcome to use them too if you wish).
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
How did you set up the no-throw spots? I used a method of destroying and immediately recreating the item on the mouse, and placed custom wide/tall "alcoves" in those spots
Finished Dungeons - complete mods to play
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Still can't figure out how to install/access the WIP file :cDiarmuid wrote:Woohoo, another room rented.
Indeed, if you wish to work on your room ahead of time, I can send you the current version of the orrr as a template, you'll just have to copy paste that in the main dungeon when it gets back to you.
EDIT: BTW: The file is still with me, we tested and tweaked JohnW's room a bit, and then we've noticed a few little things that need fixing with the central room, like preventing players from throwing items in the pit (which does not exist) or light leaking in some places. I'll do a bit of it before sending it to spiderfighter. Also, I'm updating to the latest LoG framework, which means that we can now each put onDrawGui hooks dynamically in our own script entities, and that will be that less confilcts to handle with different party redefinitions. I'm also including EXSP lite for spell spinners. I'll use them in my room, and everyone else is welcome to use them too if you wish).
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Krazzikk, you PM me, and I send you a download link
I'll send you wip after fixing things tonight.
Komag, right now I was considering an invisible wall... But maybe a hidden pressure plate that teleports objects back, with spawn/destroy. I cannot use actual teleporters because they teleport the projectiles the walls and bridges are made of... Another solution is actual pits, that way the object could fall on a bridge below for example, with teleporters on the lowest level (needed in case the player throws a quest object by mistake...)

Komag, right now I was considering an invisible wall... But maybe a hidden pressure plate that teleports objects back, with spawn/destroy. I cannot use actual teleporters because they teleport the projectiles the walls and bridges are made of... Another solution is actual pits, that way the object could fall on a bridge below for example, with teleporters on the lowest level (needed in case the player throws a quest object by mistake...)
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Add me on steam or something plz I'm too noob to send PMs on this forum anymore, apparently.
It keeps going to some outbox >_>
Steamname: Krazzikk
It keeps going to some outbox >_>
Steamname: Krazzikk
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I don't use steam yet, sorry...
Ok, file's off to spiderfighter for room 2.
Ok, file's off to spiderfighter for room 2.