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December 22nd, 2004, 08:12 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
Thanks: 7
Thanked 44 Times in 28 Posts
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Re: Christmas module (v 1.0 released)
It's good to see there is still a bit of life left in Dungeon Odyssey. I'll let you know what I think of the module, but I'm sure I'll enjoy it.
Thanks for the post, and Have a good,.. no, a Great,.. no, a FANTASTIC holiday season. Be well firends.
Cheers! 
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December 22nd, 2004, 12:14 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: Christmas module (v 1.0 released)
I hope some more mods will be released, there are at least a few mods out there that people claimed were days or hours from release, but that somehow never made it.
If there is any help needed for beta-testing or bug hunting I gladly volunteer, I've got quite some experience with that after building some modules myself  .
And merry christmas everyone 
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December 22nd, 2004, 12:29 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: Christmas module (v 1.0 released)
Yeah, I might release a small sneak peak of DOWW2 (cool name  ), could use some balancing thoughts...
Only played a short while (not enough time), but looks great so far, the forest seems really big when it's dark 
I'd suggest turning the chests into oversized presents btw 
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December 22nd, 2004, 07:53 PM
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Corporal
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Join Date: Apr 2001
Location: South Pasadena, CA
Posts: 153
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Re: Christmas module (v 1.0 released)
I didn't have much time to play but I found a few spelling errors.
- On the opening story the word CHRISTMASS should only have one S and the end of the word
- In Hibburck's dialog choice #2 - the word CAREFULL should be spelled CAREFUL
That is all I found so far. I should have more time to play soon. I love the look of the module so far.
Awesome work!! 
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December 23rd, 2004, 12:02 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: Christmas module (v 1.0 released)
Quote:
ace joh said:
Yeah, I might release a small sneak peak of DOWW2 (cool name ), could use some balancing thoughts...
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Good news 
Let me know when you have something that's ready for testing
Quote:
ace joh said:
I'd suggest turning the chests into oversized presents btw
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Good suggestion about the presents  .
Also I'll run the conversations in the module through a spell checker...
I'm going to try and get a small patch out before christmas, (the module will quite likely be outdated soon after  ).
Did anyone else find bugs, or are there play balance or other suggestions?
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December 23rd, 2004, 03:17 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: Christmas module (v 1.0 released)
I found two terrain errors so far (currently exploring the ice cave), one is in the ice lake, where you can move through one of the forest images. Looking at the terrain file, it seems to be those 'possible chest location' terrains?
Also was a bit surprised you could shoot through forests, but I suppose that was intentional
Another bug was in the ice cave, where one corner simply showed a massive rock cube instead. Don't know how to take a screenshot, unfortunately, can't show you.
About balance, well, I suppose characters with light spells have a slight advantage? My thief can't really use bows and other two handed weapons, unless there's another light source nearby.
That's all for now, I'll let you know if I find more.
Oh yeah, perhaps that message box you get when finding wurrick is a bit overkill, for that one sentence 
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December 23rd, 2004, 03:57 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: Christmas module (v 1.0 released)
Quote:
ace joh said:
I found two terrain errors so far (currently exploring the ice cave), one is in the ice lake, where you can move through one of the forest images. Looking at the terrain file, it seems to be those 'possible chest location' terrains?
Also was a bit surprised you could shoot through forests, but I suppose that was intentional 
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Not intentional, but it is a nice feature  . What setting controls whether you can fire shots through an object or not? (I won't change it but it's nice to know)
The 'possible chest locations' are a small trick to make sure chests are not always on the same location in a tile, there was indeed an error in the entries for the trees that could replace the chests in both the forest and icelake maps. thanks  .
Quote:
ace joh said:
Another bug was in the ice cave, where one corner simply showed a massive rock cube instead. Don't know how to take a screenshot, unfortunately, can't show you.
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I know which section of the icecave you mean, I already found it, and another simillar one.
Quote:
ace joh said:
About balance, well, I suppose characters with light spells have a slight advantage? My thief can't really use bows and other two handed weapons, unless there's another light source nearby.
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Hmm that one might be harder to fix.. I do want to keep the module dark.. It seems to fit the story better. I'll put in one of those miner helmets, which have a light attached.. that should keep your hands free. (It will be a bit more costly than lanterns ofcourse)
Quote:
ace joh said:
That's all for now, I'll let you know if I find more.
Oh yeah, perhaps that message box you get when finding wurrick is a bit overkill, for that one sentence
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Hmm  . I remember typing down that text, and thinking to myself: ' I should write down something more significant and profound here at some later stage' Obviously that never happened  .
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December 23rd, 2004, 05:48 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: Christmas module (v 1.0 released)
I believe shots are regarded as air 'units', so setting an object to allow air travel allows shots to pass through.
Also found two more terrain errors : this time the shores are incorrect, one in the Ice Lake (on the way to the entrance to the ice cave), and one in the ice cave, unfortunately I can hardly tell you where to look
About the darkness, It's still manageable because there's a good amount of light sources in the cave, and I found an orb giving +1 light radius  . Although that miner helmet would still be nice!
Oh well, don't mind the text, the story never was this module's strong point anyway 
Actually, stories are no strong points of DO... Or any roguelike, for that matter
edit : oh yeah, maybe the alpha for DO WW2 can be released before christmas, depends when I complete this module (damn you  )
edit2 : managed to finish the module  , highly entertaining, even though I apparently dragged +/-150 weight worth of keys around for nothing... Who did the voice acting for santa?
Maybe the sledge is a bit too close by the entry point? I had only seen half the map and I could already finish if I wanted...
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December 23rd, 2004, 09:48 AM
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Corporal
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Join Date: Sep 2002
Location: Québec, Canada
Posts: 139
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Re: Christmas module (v 1.0 released)
Quote:
henk brouwer said:
I hope some more mods will be released, there are at least a few mods out there that people claimed were days or hours from release, but that somehow never made it.
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Escape from my farm was fairly advanced but i lost it when my computer always stopped working and always needed to be formatted, the power supply and the motherboard are scrap. But now i have a new computer and i might have a lot of time to work on a new mod during Christmas break.
more info soon...
Justin
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