The One Room Round Robin 2 [PATCH 3b + SOURCES released]

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Diarmuid
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Diarmuid »

Dr.Disaster wrote:
minmay wrote:EDIT: Another one: you can walk right through the railing and off into the "void" at 20, 16 on level 9.
Aye in patch 1 i can do this too now; it's the square beside the fighter's treasures. It was not possible in the original release.
I know what caused this. The east border of the hub was "solid door" chains before (by mistake, as it wouldn't let crowerns pass or allow you to fight them on level 5 near the entrance to the courthouse room). I adjusted the code to replace them with fake "decoration" ones so that it includes one more column of the map. But there is also a check in the onMove party hook to block the party from passing through them, and I didn't adjust the "x" on that one to include the additional column. (The check is doind allEntities and is shut off when not near the center to help performance at each move).
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Dr.Disaster
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Dr.Disaster »

Diarmuid wrote:
Dr.Disaster wrote:
minmay wrote:EDIT: Another one: you can walk right through the railing and off into the "void" at 20, 16 on level 9.
Aye in patch 1 i can do this too now; it's the square beside the fighter's treasures. It was not possible in the original release.
I know what caused this. The east border of the hub was "solid door" chains before (by mistake, as it wouldn't let crowerns pass or allow you to fight them on level 5 near the entrance to the courthouse room). I adjusted the code to replace them with fake "decoration" ones so that it includes one more column of the map. But there is also a check in the onMove party hook to block the party from passing through them, and I didn't adjust the "x" on that one to include the additional column. (The check is doind allEntities and is shut off when not near the center to help performance at each move).
PLEASE! check this behavior on all other rails along the center.
My rogue just fell to her death by steping over a rail beside Aaneton's courtroom entrance on level 5.
minmay
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by minmay »

SpiderFighter wrote:
aaneton wrote:
minmay wrote:Hm, maybe it was the cultist I attacked. I'll try to reproduce it tomorrow, need to go to bed right now.
Ok thanks for the report, I will try to reproduce this aswell.
I can't reproduce it by attacking either the cultist or the ogre. Curiouser and curiouser!
Okay, I have tried many times to reproduce it - attacking with/without the dagger, wielding the dagger and then taking it off, wielding the dagger and then dropping it, attacking both of them, etc. and nothing has worked. Wish I had saved right before the crash.
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Diarmuid
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Diarmuid »

Dr.Disaster wrote:PLEASE! check this behavior on all other rails along the center.
My rogue just fell to her death by steping over a rail beside Aaneton's courtroom entrance on level 5.
That's what I said: the bug appeared on level 9 and level 5. It's already fixed for next patch. It was just a matter of changing a "party.x < 20" to "party.x < 21".
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Dr.Disaster
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Dr.Disaster »

Diarmuid wrote:
Dr.Disaster wrote:Ah you added one more secret! Now where that might be ...
It has to do with some new passages which allow you to reach "closed" off rooms.
Found it 8-)
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by minmay »

The "rocks found" script seems to only increment by 1 when you pick up a stack of multiple rocks. I am carrying a stack of 50 rocks and it says I have found 45.
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Dr.Disaster
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Dr.Disaster »

minmay wrote:The "rocks found" script seems to only increment by 1 when you pick up a stack of multiple rocks. I am carrying a stack of 50 rocks and it says I have found 45.
Aye, seems likely. My current rock stack is 55 while the achievement page says 48.
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Isaac
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Isaac »

Are they Rocks that were never found before?
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Diarmuid
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by Diarmuid »

Dr.Disaster wrote:
minmay wrote:The "rocks found" script seems to only increment by 1 when you pick up a stack of multiple rocks. I am carrying a stack of 50 rocks and it says I have found 45.
Aye, seems likely. My current rock stack is 55 while the achievement page says 48.
This thing was soooo complicated to get going, only for a funny achievement. (But it's worth it, I'm always thrilled when I get it). We tested like 3-4 different counting script systems, but technically Xanathar found the best solution, all rocks are not rocks in their original state, they are "rockToCount" objects which are substituted for real rocks at pickup. (lots of complex issues with stacks and lost ids). I'll double check stacks behavior.
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Re: The One Room Round Robin 2 [Discussion] *PATCH 1*

Post by minmay »

In Xanathar's room, if you change lenses (or remove the glasses) such that a dragon statue would appear directly on top of your party, you get this error:

Code: Select all

#utchaii:128: bad object
stack traceback:
	[C]: in function 'error'
	[string "ScriptInterface.lua"]: in function '__index'
	#utchaii:128: in function 'mutateEntity'
	#utchaii:109: in function 'transformEntities'
	#utchaii:171: in function 'equip'
	#utchaii:58: in function 'onUseItem'
	[string "Item.lua"]: in function 'useItem'
	[string "CharSheet.lua"]: in function 'slotClicked'
	[string "CharSheet.lua"]: in function 'draw'
	[string "Gui.lua"]: in function 'draw'
	[string "GameMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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