Eleven Warrior wrote:Bug 1: Oh I can see the torch light through the wall(s) that you made Minmay. Normal I guess ahy. Just something you mentioned before.
this is normal, light always leaks through secret doors and other models in grimrock; this is the case in the standard assets too
Eleven Warrior wrote:Bug 2: That ceiling with hole (dm_ceiling_breakin_1) WTF.The texture is crap. Wow. It should have more glow or something. It was better in log 1.
it's literally identical to the one in LoG1, i agree it's ugly but there's not really anything I can do about that
Eleven Warrior wrote:Bug 3: OMG The glitches at times with some of the objects, if you use the mouse to move the camera lol.
what do you mean?
Eleven Warrior wrote:You said don't use the Occluders from the LOG 2 assests and you did strange?? Some of them do reveal things behind walls??

i never said that. i do recall that in many cases you were using the
wrong occluders for your objects, and that i told you in
some cases you needed new ones; some of those cases exist in this conversion too, so i did make new ones for those cases!
Eleven Warrior wrote:Lag is present with to many objects.

this isn't a bug; it's an unfortunate fact that computers do not have infinite processing power. the models have the same triangle counts as in the LoG1 version with few exceptions (since they're the same as the models in the LoG1 version with few exceptions - it's a conversion after all). generally tri counts for the wood pillar tiles will end up similar to the tomb tileset but with elevation, and tri counts for the other tiles will be very low. the example dungeon does use heavy lighting in quite a few places so it's a bit more demanding than Isle of Nex overall, especially in the Gardens, but that's just a design decision i made for the example dungeon and has nothing to do with the actual conversion
Eleven Warrior wrote:You must decide which objects should have minimal save and not, you opted for the easy way. (save your butt)

)
what do you mean? the pack includes a "minimalSaveState" tag for the objects that have it, if you look at the list compared to the full list i doubt you'll find anything wrong.
Eleven Warrior wrote:The textures: Did you convert them?? Because some of them look awefull. Bad form??:()

)
the textures are the same as in the LoG1 version. many of the normal maps look awful because the LoG1 version used dxt1 compression on them which degrades normal maps horribly; there's nothing i can do about this as i don't have the original high-poly models.
Azel wrote:I noticed with the flaming gloves that if they are on the floor, and the player "picks them up and puts them down"... there is a small graphical glitch. If you pick them up from one spot on a square, and place them on the floor on a different spot, then a fire graphic appears at the first, original location. Not much of a bug since the fire graphic looks cool; just "feels" like a glitch.
When attaching a particle system to an item you basically have three choices:
1. Emit the particles to object space so they always stay attached to the item. This looks weird if you e.g. throw a flaming item, as the flames will appear "stuck" to it. This is used for the elemental essences in the standard assets.
2. Emit the particles to world space. Throwing the item looks better now; the flames behave more realistically and make a trail behind the item. The problem is that this also results in the issue you mentioned. This is the option I chose for Flamitt and several other items. It is also used for power gems in the standard assets.
3. Emit the particles to world space, and use extra code to restart the particle system if the item is picked up and dropped, to avoid the issue above. I figured this was overkill.
If you prefer a different option then it is trivial to change it yourself.