Any chance of getting a bug fix for Grimrock 2?

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MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Any chance of getting a bug fix for Grimrock 2?

Post by MrChoke »

This post is basically for Petri. The bug I am referring to is the checkOfLineOfSight() bug I had reported here:

viewtopic.php?f=22&t=9752&p=93969#p93969

You had confirmed it as a bug and added it to your bug list. However, no other updates for Grimrock 2 came. Seems like its a pretty serious bug in the game when the AI ends up "seeing" squares in error.

I am now at the point of using my custom AI in my actual dungeon (finally). And I do have a work around for this bug. However, I had always hoped this would be a temporary work around.

Is there anyway a hotfix of some kind can be made for this bug? I don't know how hard it is to fix but to me it has the potential of being an easy fix, maybe a few lines of code. I know you have moved onto to many other things (I follow you on Twitter) but would coming back to fix this be possible?

Thanks
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Any chance of getting a bug fix for Grimrock 2?

Post by minmay »

I admit that I recently made a feature request, but do keep in mind that Almost Human can't keep updating the game forever. Every patch is another thing they have to test and deploy.

If there is another update, here are the 2.2.4 bugs I am aware of and can reproduce easily:
Bugs that are relevant even in Isle of Nex:
Meteor Storm creates the last projectile too far behind/below the party and it will hit a "pedestal" object behind the party
onComputeCooldown hook doesn't affect RunePanelComponent cooldown (This one is relevant in Isle of Nex because it means the Quick and Uncanny Speed traits don't help with spellcasting...)

Bugs that prevent modding features from working:
ModelComponent:getReflection() and ModelComponent:setReflection() do not work
Alchemy panel crashes if it tries to make an item that has a gfxAtlas field - this makes custom recipes nearly useless, as you cannot use custom item icons

Bugs that don't restrict modding functionality significantly; at worst, they are annoying for development:
CameraComponent prints a bogus warning when the game is saved
ClickableComponent maxDistance is effectively capped at 1
debugDraw doesn't work on levels with water surfaces
Giving an object the same id as another object will prevent connector actions from appearing if one of the objects is connected to the other, even if the id is changed, and the dungeon must be reloaded for them to reappear. For example, if I have an object called "westDoor", then make a lever and type "westDoorLever" for its name, then connect it to the westDoor object, none of the connector actions will appear, because while I was typing "westDoorLever", the lever had the id "westDoor" for a few milliseconds. I have to ctrl+R to get the connector actions back.
Grimrock 1 dungeon
Grimrock 2 resources
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Any chance of getting a bug fix for Grimrock 2?

Post by Eleven Warrior »

I agree with Min on the Recipe creation thing. In log 1 you could create new potions with anything you wanted + the dm toolbox was a pleasure to have or a mortar that could only make certain things. I really do miss this function the most.

I no the panel is for good looks but the usage is limited and that's not cool at all, same herbs etc.. Bring back the old Mortar system so you can use other items to make potions, items etc.....
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Any chance of getting a bug fix for Grimrock 2?

Post by minmay »

The PartyComponent.onDrawAttackPanel hook allows you to re-implement the mortar quite easily if you want to use custom ingredients/recipes. The bug makes the defineRecipe function nearly useless but it doesn't really constrain modding much.
I don't know why you would want the old container-based system, it was a very clunky way to accomplish the same thing.
Grimrock 1 dungeon
Grimrock 2 resources
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Any chance of getting a bug fix for Grimrock 2?

Post by petri »

We are not currently working on a patch because like Minmay said it's a lot of work to update and test all different versions of the game. It's possible that I have a Glögg session at some point though, so not all hope is lost.

Oh, and happy new year to everybody! I wish to see many new mods for Grimrock 2 in 2016!
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Any chance of getting a bug fix for Grimrock 2?

Post by Eleven Warrior »

Thank you Min for your words of wisdom mate.

PS: I really don't know how to use those commands Min imam not that brainy mate soz :)
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