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

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Diarmuid » Tue Mar 25, 2014 3:46 pm

Hey, thanks for the nice words aaneton, and the others, warming to the heart! It has been a looooong trek indeed, but we all did it together, and I'm quite proud. I hope everyone will have as much fun playing as we had making it.

I'm jealous of the players who will play this with a fresh mind, with everything to discover...

Re: credits & sound - SpiderFighter, your sounds (which are fantastic) go into the "Unless otherwise stated, each room's custom assets are made by the room designer." part. I wasn't going to start listing everything everyone built for their own rooms, the credits would have been a novel. :D

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Dr.Disaster
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Dr.Disaster » Tue Mar 25, 2014 4:08 pm

Great to see it finally released!

Odd find: After completing Spiderfighters room there is now some strange movement lag outside his room that wasn't there beforehand. It also lags crowern's (display+movement) near the room. Further away all seems normal.

There seems to be a minor bug in Neikun's room:
SpoilerShow
The stat messages in the treasure room seem to count wrong. When i first entered they read 9/10 secrets and 8/10 plates. Thus i headed back and tried some more things until i found one more plate+secret but when i returned to the treasure room the messages did read 12/10 secrets, 9/10 plates and added a treasure and two books to the key.

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Leki
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Leki » Tue Mar 25, 2014 4:20 pm

Diarmuid wrote: I'm jealous of the players who will play this with a fresh mind, with everything to discover...


Muhuahahaha... :twisted:

SpoilerShow
but on the other hand... e.g. --> let me know, if you wanna "no weapon ogre for dinner room, siting behind the table and eating piece of fresh meat" etc...
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SpiderFighter
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by SpiderFighter » Tue Mar 25, 2014 4:32 pm

Diarmuid wrote: Re: credits & sound - SpiderFighter, your sounds (which are fantastic) go into the "Unless otherwise stated, each room's custom assets are made by the room designer." part. I wasn't going to start listing everything everyone built for their own rooms, the credits would have been a novel. :D
Eep. I wasn't trying to draw attention to me, only stating that there were custom sounds in the mod (so people don't turn them down). :)

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Skuggasveinn
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Skuggasveinn » Tue Mar 25, 2014 7:28 pm

Gratz to all involved, really nice to see this made it all the way to release ;)
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.

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Diarmuid
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Diarmuid » Tue Mar 25, 2014 8:24 pm

Dr.Disaster wrote:Great to see it finally released!

Odd find: After completing Spiderfighters room there is now some strange movement lag outside his room that wasn't there beforehand. It also lags crowern's (display+movement) near the room. Further away all seems normal.

There seems to be a minor bug in Neikun's room:
SpoilerShow
The stat messages in the treasure room seem to count wrong. When i first entered they read 9/10 secrets and 8/10 plates. Thus i headed back and tried some more things until i found one more plate+secret but when i returned to the treasure room the messages did read 12/10 secrets, 9/10 plates and added a treasure and two books to the key.
On lag: the only way to achieve a decent frame rate with the simple amount of entities in the dungeon (like 12 000 or more), was to destroy a lot of them when the player is not around, and respawn them when you get closer to an area. If we didn't do that, the engine was getting really sluggy. The tradeoff is that you may get small lags when transitionning from zone to zone as things get spawn/destroyed, but we judged that better than an overall constant fps hit.

On Neikun's room: thanks for the report, one hidden pressure plate didn't have "Activate once" checked and could push up the secrets count more than once. Fixed for first patch (planned next week).

EDIT: A few other known issues so far, all really minor:
SpoilerShow
- Cultist in starting prison and Xanalin (in JohnW's room) doesn't seem to get counted on the kill list.
- You can get cornered by the invincible goromorg in the library in SpiderFighter's room, we'll add a blocker or two to avoid that.
- Hold Monster spell prints some debug info to the console.
- The passage between SpiderFighter's room and the central hub could use a door or a blocker to prevent crowerns to coming at you right away, this "starting zone" was meant as a safe haven you could retreat to.
Last edited by Diarmuid on Wed Mar 26, 2014 5:14 pm, edited 1 time in total.

minmay
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by minmay » Wed Mar 26, 2014 1:40 am

The railings in the "hub" areas (and all the decorations) frequently fail to spawn for me. This actually allows you to fall down the pits and get stuck at the bottom. Fortunately changing levels or entering/exiting a room will generally fix it. I also had Mahric's room fail to load the first time I entered it.
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Diarmuid
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Diarmuid » Wed Mar 26, 2014 2:45 am

minmay wrote:The railings in the "hub" areas (and all the decorations) frequently fail to spawn for me. This actually allows you to fall down the pits and get stuck at the bottom. Fortunately changing levels or entering/exiting a room will generally fix it. I also had Mahric's room fail to load the first time I entered it.
That's weird, it never happened in all of our latest tests and we played it a lot... and it's impossible that mahric's room doesn't load properly, there's only one way in and a trigger on the tile in front of the stairs, right behind the ornate door. Did you always follow exactly the dungeon layout? No console teleportation or whatever?

Can you reproduce it? Because here I tried going up down and around in front of mahric's room and it always loads ok.

minmay
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by minmay » Wed Mar 26, 2014 3:06 am

No debugging commands whatsoever were used, just playing normally. I will try to figure out an exact way to reproduce the ones I mentioned (which has been difficult so far).
I just encountered another instance that is easily reproducible, with Xanathar's room. Go into the room at 23, 10, 3, 3 (facing W is necessary), then walk back out to 23, 10, 3, 3. Then face N (this is also necessary), and then return to 26, 10, 0, 3. The wall text will be missing as well as the floor at 26, 9. Entering 26, 9 does make the room load normally, so this is not as bad as the other issues.
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Diarmuid
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Re: The One Room Round Robin 2 [Release & Discussion]

Post by Diarmuid » Wed Mar 26, 2014 3:14 am

Allright I'll try to investigate. If you remember in which area/floor it happened it could also help for me track it down. There's around 200-250 "events" that follow the player progression behind the scenes, some unexpected combination of moves can pass through the cracks!

Meanwhile if you or anyone arrives in the center zone without chains, console:
orrrManager.activateHub() and it will fix it on the spot.

EDIT: I tried to reproduce what you said above in front of Xanathar's room, and no luck. Any time I step to l3, x26, y11 the room lightens up (along with the torch - btw the torch should not "disappear", I fixed that).

One question: are your characters weighted down (slowed), or do you have a poor frame rate of some kind? I ask because the code checks if the party has effectively moved on a "trigger" square a small amout of time after you issue the move command. If the party is not yet there it might miss the call... I tried here with weighted chars just in case and it worked fine, but you never know.

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