Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Thu Oct 12, 2017 6:39 pm
Last version, and I will update to that one. 

Official Legend of Grimrock Forums
http://mail.grimrock.net/forum/
I think you're on your own there. The last time a room was added was about two years ago. I doubt there are many people still interested in working on ORRR3 at all, let alone making new art assets for a new feature when the mod doesn't even have a proper beginning or ending yet.THOM wrote:Therefore we hava a lot of free space in our filesize it should absolutely be possible to add something special.
We will see...minmay wrote:I think you're on your own there.
That will not be my way to do it. Should be going on properly [I'm a German, you know...Komag wrote:Just cobble together whatever half-baked thing you can and get it out the door!
That's good to hear.AndakRainor wrote: If you are really motivated to do it, you can count on me to help.
As far as I see, the project is closed because we do not have any free space anymore. Only Isaac could add his room if he still want to...AndakRainor wrote: My only condition is that the goal must be to give the project closure, and not keep it indefinitely open to hypothetical future contributions.
I'm on the way to find out...AndakRainor wrote: I did not play test it globally so I don't really know how much is missing to make it a complete experience.
As far as the user-statistic says, only two seem to have left completely (three if you include John Wordsworth). All others seem to be still active or at least visit the forum from time to time.AndakRainor wrote: Also I'm not sure you can count on all contributors to discuss/rework their rooms, I guess some of them aren't present on the forum anymore.
I am not afraid, too, to make small alterations if they are necessary to get the experience/atmo/balance or whatever right. I would prefer to have this by the author himself, but if they are not interested, I undertake it. And if you help me on things, I can't do, it will get great.AndakRainor wrote: I volunteer to fix broken rooms if their authors are not available.
Ansolutely.AndakRainor wrote: So if I help you on technical aspects, do you think we can finish the mod?
Plus:minmay wrote:Nothing is balanced yet.
The final boss has not been finished.
There is no ending.
The beginning is nonsensical.
The town is missing many animations for the ratlings:
- The guard ratling standing at the gate
- The guard ratling opening the gate
- Kaeli standing up while waiting for you to place the meteorite ore on the anvil
- Kaeli recoiling from the explosion when the Sealbreaker is made
- The drunk ratling sitting or leaning on the wall
(These currently use a placeholder standing animation and some placeholder standard assets animations)
Possibly the ratlings should be cut instead.
The meteorite ore doesn't have a good item icon.
The soul charm doesn't have a good model or item icon.
The Founder's Orb doesn't have a model, item icon, or description at all.
Sealbreaker doesn't have an original model or a good item icon.
Achievements are neither announced in a reasonable way, nor viewable after obtaining them.
Room completion status is not visible.
Probably more issues I missed.
[...]
- Abandoned Town Cemetery: several bugs on the tracker, and obviously unfinished
- Die Bruder Grimm: several bugs on the tracker
- AdrTru's Room: several bugs on the tracker + others I've informed the author of
- One Room Around Robin Hood: the force field to hold the party in place doesn't work, permanently locks you out of a square, extreme sound clipping problems
- Xanathar's Digs and Bogs co.: several bugs on the tracker
- Ascension: severe problems with models, crow, seems to be unfinished (there was a gold key with no lock, etc.)
- The Wizard's Enclave: appears to be finished without obvious bugs
- Tower of Babble: shite performance, ruins performance of other rooms on the level, music timing is bad if FPS is not divisible by 12, creates enormous amounts of Lua garbage, guardian cone/lightning blast animation can clip into wall models
- Hall of Queens: appears to be finished without obvious bugs
- The Rat Laboratory: several bugs on the tracker
- Potion Labs: spider door bug
- Mirror Universe: several bugs on the tracker
- Thelonius's Hermitage: easily rendered impossible to complete, permanently breaks your savegame in multiple places unless you abide by an extremely specific and unlikely set of actions that includes bypassing multiple puzzles
- TheCube's Room: bugs on the tracker, also the number base puzzle sometimes generates extremely long solutions that do not correspond to the shown number and are impossible to input
- Enchanted Tower: appears to be finished without obvious bugs
- The Lost Archives: Gower's Ring doesn't work and also crashes on save, extreme music volume is not only ethically irresponsible (you can literally damage people's ears by doing this, that's just scummy and not funny) but also virtually guarantees clipping
- The Colour of Magic: performance problems even when outside the room, bogus camera warning on save, wall target colors are almost invisible in the top-down view with low rendering quality
Code: Select all
defineMaterial{
name = "water_surface_calm",
shader = "ocean_water",
diffuseMap = "assets/textures/env/ocean_foam_dif.tga",
normalMap = "assets/textures/env/ocean_normal.tga",
displacementMap = "assets/textures/env/ocean_disp.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Translucent",
textureAddressMode = "Wrap",
glossiness = 80,
depthBias = 0,
texOffset = 0,
foamOffset = 0,
foamAmount = 0,
-- HACK: heightmap does not take elevation into account => water depth is close to zero => displacement is scaled down by shader
-- compensate this by increasing wave amplitude to unrealistic value...
waveAmplitude = 2,
onUpdate = function(self, time)
if party and dc_duel_script and party.level == dc_duel_script.level then
self:setParam("waveAmplitude",0.25)
else
self:setParam("waveAmplitude",2)
end
self:setParam("texOffset", time*0.15)
end,
}