[Wip]Rigale V0.16c (Steam and DropBox) fixes + impro. start
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.14 (Steam and DropBox)
I have to improve those ruins, and give them a ruin interest/feeling. I will do this through archeology, mainly.
I will start working on the mod introduction. That will give me a welcomed change from debugging and adding features.
Coming in V0.15
Wrote a manual for the game features.
Rebuilt my lasting interaction scripts, to make them hopefully more stable, and at least easier to use for me.
Meditate skill now improves sleep recovery.
Changed obstacles so you can hit creatures that are in them.
Cosmetic changes for Fort Hope.
There should not be any warning messages at start now.
Highly randomized riddle system added. look for the stations...
Staying iddle will increase exhaustion recovery with time.
Added an Introduction to the game, where you will be able to choose your background, and a few items, to start exploring.
Tried to crush the rest bug. It is a very hard one to isolate, hopefully it will function.
I will start working on the mod introduction. That will give me a welcomed change from debugging and adding features.
Coming in V0.15
Wrote a manual for the game features.
Rebuilt my lasting interaction scripts, to make them hopefully more stable, and at least easier to use for me.
Meditate skill now improves sleep recovery.
Changed obstacles so you can hit creatures that are in them.
Cosmetic changes for Fort Hope.
There should not be any warning messages at start now.
Highly randomized riddle system added. look for the stations...
Staying iddle will increase exhaustion recovery with time.
Added an Introduction to the game, where you will be able to choose your background, and a few items, to start exploring.
Tried to crush the rest bug. It is a very hard one to isolate, hopefully it will function.
Last edited by cromcrom on Sat Nov 07, 2015 5:41 pm, edited 3 times in total.
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.14 (Steam and DropBox)
Phew, pretty unstable. Game froze twice in less than half an hour. I also feel that the time scale should be way slower than it is currently. Can't even look around the first building without getting utterly sleepy :,3
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.14 (Steam and DropBox)
Officially:
Thanks for feedback. Any more details about the freezes please ?
What I really think (Read at your own risks...)
Thanks for feedback. Any more details about the freezes please ?
What I really think (Read at your own risks...)
SpoilerShow
Phew, another blow in the face, nothing good from this shitty mod obviously. Any more precise feedback about the freezes ? If you get sleepy, you can just rest...
Did you try other features, like crafting, gathering, talking to natives, hunting, interacting with shops... or sticked to the "hey, I am getting "sleepy", this sucks" ?
I spent 5 hours yesterday alone banging my head on some bugs, just because I had forgotten some ".go" somewhere, and trying to improve my codes, I am 550+ hours into modding log2 alone so please gimme a break with you 0.5 hour try.
None other complained about this feature, that might then not be as outrageous as it seems (and actually, I would consider two people complaining about the same feature as an outrageous feature^^).
As a summary, if you don't have nothing constructive or nice to say, don't come over there, I rather be left alone.
And I had a freaking bad night.
Cheers.
Did you try other features, like crafting, gathering, talking to natives, hunting, interacting with shops... or sticked to the "hey, I am getting "sleepy", this sucks" ?
I spent 5 hours yesterday alone banging my head on some bugs, just because I had forgotten some ".go" somewhere, and trying to improve my codes, I am 550+ hours into modding log2 alone so please gimme a break with you 0.5 hour try.
None other complained about this feature, that might then not be as outrageous as it seems (and actually, I would consider two people complaining about the same feature as an outrageous feature^^).
As a summary, if you don't have nothing constructive or nice to say, don't come over there, I rather be left alone.
And I had a freaking bad night.
Cheers.
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.14 (Steam and DropBox)
You really should start developing a thicker skin if you're gonna keep releasing Mod's, cromcrom. You get like this every time, how can you still not get it? lol
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.14 (Steam and DropBox)
What a bad lill" troll we have here...
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.14 (Steam and DropBox)
why did you ask for feedback if you didn't want it
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: [Wip]Rigale V0.14 (Steam and DropBox)
Just a thought cromcrom: are you modding for yourself, or the community? Personally when I mod any game, I see it as a fun creative process that I enjoy immensely. It actually doesn't matter to me whether I finish, and it *really* doesn't matter to me if people play it and like it or hate it. I don't get any enjoyment out of modding if it's dependent on what other people think. I do it for myself and if anyone else enjoys it, that's a bonus.
I suggest you take a step back, ignore what the community think, and look at what YOU want to get out of it. That's all that's important really, isn't it?
I suggest you take a step back, ignore what the community think, and look at what YOU want to get out of it. That's all that's important really, isn't it?
Re: [Wip]Rigale V0.14 (Steam and DropBox)
The first freeze was in the main menu when loading the mod. I almost thought I had to alt-f4 and restart the game. The second one occurred when I rested in hopes of becoming less sleepy. I must have starved to death while resting. The game couldn't process that, so it just gave up.cromcrom wrote:What I really think (Read at your own risks...)SpoilerShowPhew, another blow in the face, nothing good from this shitty mod obviously. Any more precise feedback about the freezes ? If you get sleepy, you can just rest...
Did you try other features, like crafting, gathering, talking to natives, hunting, interacting with shops... or sticked to the "hey, I am getting "sleepy", this sucks" ?
I spent 5 hours yesterday alone banging my head on some bugs, just because I had forgotten some ".go" somewhere, and trying to improve my codes, I am 550+ hours into modding log2 alone so please gimme a break with you 0.5 hour try.
None other complained about this feature, that might then not be as outrageous as it seems (and actually, I would consider two people complaining about the same feature as an outrageous feature^^).
As a summary, if you don't have nothing constructive or nice to say, don't come over there, I rather be left alone.
And I had a freaking bad night.
Cheers.
On that note, resting didn't seem to do much. I suspect you need to camp to get a proper night's rest, but you have no idea how to do anything when you go in blind, so the rate at which sleep deprivation and exhaustion rise feels pretty intense. While you haven't even looked at a fraction of all the new mechanics presented here, you already have to manage the penalties that come with these two.
Like, alright, if this is supposed to be a hardcore survival experience that takes no prisoners and is not so much about doing well but rather about trying to do a little better than last time every time you try, that's fair game.
If you need to hear something positive to keep up your spirits, I can only reiterate the obvious. This is by far the most ambitious Grimrock 2 mod out there right now in terms of scripting your way through a variety of new stuff in an attempt to change the game's very genre. That's an immense undertaking, and I respect you for that. I never gave up on this mod either, by the way. It's just something I would rather keep in mind for later and come back once in a while to see how it's doing.
I mean, the potential is insane. For the time being though, I'll keep myself busy with more traditional mods before I sit down and give this truckload of content an honest shot. Time constraints, etc. So hold your head high, mate, and try not to let your own mod frustrate you too much. That will only be reflected in the end result. Maybe another generous break will do you good~
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.14 (Steam and DropBox)
Officially: thanks for the report, I really appreciate that. I wasn't aware of that first freeze while loading the mod, I have no clue, but will look into it.
Sleep deprivation is supposed to reduce skill checks success. that's all for now. I will probably add an energy deprivation feature in the future...
Exhaustion is mostly tied to athletism and scouting. The better you are, the less exhausted you will be when moving around. You will also be exhausted when swinging weapon, or being hit. I understand this can be frustrating, especially as it probably makes fighting a much more static affair (combat dance very hard, at least if you are not fit ^^ ). However, this should really be easier as the two skills get better.
That's probably not "really" what's happening, but that resting stuff always gave trouble. The game is obviously not supposed to freeze, and hasn't the last few times I tested it. I agree this might require some tweaking however.
Moreover, resting is not tied to any skill yet, I would like to indeed add some resting places that would be better than others (like an "inn" you could pay for, for a proper time of rest.), and add a "camping" skill. So resting do requires some more love.
Food consumption is a "money" I use to give more weight to some actions, that are supposed to be exhausting, or to "simulate" the passage of time for some actions. So indeed, player will need much more food than in native.

Again, thank you so very much for your kind words, having some people acnowledge the hard work and head banging that goes into modding feels incredibly good for some of us.
And I will try to write a manual so people know what are the possibilities, and what goes on under the hood (although from experience, ppl hardly ever read those things ^^)
Now back to modding
Cheers.
Sleep deprivation mainly comes from the passage of time. it increases at night, and if you are exhausted when the check is done, when you move, and if I recon well, when you attack...The game couldn't process that, so it just gave up.
On that note, resting didn't seem to do much. I suspect you need to camp to get a proper night's rest, but you have no idea how to do anything when you go in blind, so the rate at which sleep deprivation and exhaustion rise feels pretty intense.
Sleep deprivation is supposed to reduce skill checks success. that's all for now. I will probably add an energy deprivation feature in the future...
Exhaustion is mostly tied to athletism and scouting. The better you are, the less exhausted you will be when moving around. You will also be exhausted when swinging weapon, or being hit. I understand this can be frustrating, especially as it probably makes fighting a much more static affair (combat dance very hard, at least if you are not fit ^^ ). However, this should really be easier as the two skills get better.
That's probably not "really" what's happening, but that resting stuff always gave trouble. The game is obviously not supposed to freeze, and hasn't the last few times I tested it. I agree this might require some tweaking however.
Moreover, resting is not tied to any skill yet, I would like to indeed add some resting places that would be better than others (like an "inn" you could pay for, for a proper time of rest.), and add a "camping" skill. So resting do requires some more love.
Food consumption is a "money" I use to give more weight to some actions, that are supposed to be exhausting, or to "simulate" the passage of time for some actions. So indeed, player will need much more food than in native.
Not really what I have in mind. More looking forward offering an open world feeling, full of things to do, beside puzzle solving. I don't really want to make it hard, but "deep", as far as world interactions are concerned.Like, alright, if this is supposed to be a hardcore survival experience that takes no prisoners and is not so much about doing well but rather about trying to do a little better than last time every time you try, that's fair game.
I think I understand the frustration, but Rigale is definitely NOT a DC, puzzle solver. These factors are indeed important.While you haven't even looked at a fraction of all the new mechanics presented here, you already have to manage the penalties that come with these two.
Really heartwarming, thank you so much. I can tell you it really feeds me some good, positive energy to keep me going, because this desert is hot, quite lonely, and so far really unforgiving. Hopefully you will meet some great changes when you try it again, in a stable environment.If you need to hear something positive to keep up your spirits, I can only reiterate the obvious. This is by far the most ambitious Grimrock 2 mod out there right now in terms of scripting your way through a variety of new stuff in an attempt to change the game's very genre. That's an immense undertaking, and I respect you for that. I never gave up on this mod either, by the way. It's just something I would rather keep in mind for later and come back once in a while to see how it's doing.
Totally fair, I fully understand that people are not interested in being some kinds of guinea pigs. There are plenty of great mods around to tryFor the time being though, I'll keep myself busy with more traditional mods before I sit down and give this truckload of content an honest shot.

Yes, maybe I should take a break, but there are things I would like to settle first, so I can work on new features after a possible break on a strong system (and I am only setting up the features and systems now, I will add the story later.)Time constraints, etc. So hold your head high, mate, and try not to let your own mod frustrate you too much. That will only be reflected in the end result. Maybe another generous break will do you good~
Again, thank you so very much for your kind words, having some people acnowledge the hard work and head banging that goes into modding feels incredibly good for some of us.
And I will try to write a manual so people know what are the possibilities, and what goes on under the hood (although from experience, ppl hardly ever read those things ^^)
Now back to modding

Cheers.
Last edited by cromcrom on Thu Nov 05, 2015 9:55 pm, edited 1 time in total.
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.14 (Steam and DropBox)
Some of the loot skeleton menu text wraps into the line below, due to text length; making the next line illegible.
*When I launched, there was lots of console spam about missing gate nodes.
I also had the 'endless sleep when resting' bug.
The skill checks are cool, but (there is one)... perhaps they are a bit too frequent. Per tile checks seemed problematic at first; for my not expecting the movement slow-down on a failed check... and so having tapped move multiple times, the party trudged through multiple twig obstacles. What if... Success flagged a timer/boolean that allowed successful movement for the next ten seconds (or more), before another check can be triggered?
The Zarchton scripts have problems (if not other monsters too, that use them). I get no impact effects from melee attacks on Zarchtons. Damage shows, but they don't react, and there is no sound effect for the hit. Attempting to pickpocket a Zarchton (during combat) ~failed, but resulted in killing the Zarchton instantly (destroy).
*When I launched, there was lots of console spam about missing gate nodes.
SpoilerShow

The skill checks are cool, but (there is one)... perhaps they are a bit too frequent. Per tile checks seemed problematic at first; for my not expecting the movement slow-down on a failed check... and so having tapped move multiple times, the party trudged through multiple twig obstacles. What if... Success flagged a timer/boolean that allowed successful movement for the next ten seconds (or more), before another check can be triggered?
The Zarchton scripts have problems (if not other monsters too, that use them). I get no impact effects from melee attacks on Zarchtons. Damage shows, but they don't react, and there is no sound effect for the hit. Attempting to pickpocket a Zarchton (during combat) ~failed, but resulted in killing the Zarchton instantly (destroy).