Tentative changelist for 2.1.19
Tentative changelist for 2.1.19
Here is the changelist for upcoming version 2.1.19. Anything important missing?
- bug fix: tomb of guardians puzzle could end up in an incorrect state
- bug fix: projectiles don't pass through open cemetery gate
- bug fix: a monster standing in a monster blocker square can't be melee attacked
- bug fix: skeleton archers can be poisoned
- bug fix: projectiles stuck in a fire elemental are lost when the elemental hits the party and explodes
- bug fix: snakes inside force fields can be hit with projectiles
- bug fix: knockback can move the party while falling
- bug fix: spell panel remains open when using bare hands to cast and items are equipped into mage's hands
- bug fix: loot dropped by monsters is sometimes (very rarely) spawned in wrong square
- bug fix: FirearmAttackComponent:setBaseDamageStats() has an incorrect argument type
- bug fix: MaterialEx:setTexture() does not work for standard textures (diffuseMap, specularMap, normalMap, emissiveMap)
- bug fix: calling setDoorState() after the level has been loaded does not work
- added new scripting functions: Map:getLevel(), ItemComponent:throwItem(), ItemComponent:land()
- bug fix: tomb of guardians puzzle could end up in an incorrect state
- bug fix: projectiles don't pass through open cemetery gate
- bug fix: a monster standing in a monster blocker square can't be melee attacked
- bug fix: skeleton archers can be poisoned
- bug fix: projectiles stuck in a fire elemental are lost when the elemental hits the party and explodes
- bug fix: snakes inside force fields can be hit with projectiles
- bug fix: knockback can move the party while falling
- bug fix: spell panel remains open when using bare hands to cast and items are equipped into mage's hands
- bug fix: loot dropped by monsters is sometimes (very rarely) spawned in wrong square
- bug fix: FirearmAttackComponent:setBaseDamageStats() has an incorrect argument type
- bug fix: MaterialEx:setTexture() does not work for standard textures (diffuseMap, specularMap, normalMap, emissiveMap)
- bug fix: calling setDoorState() after the level has been loaded does not work
- added new scripting functions: Map:getLevel(), ItemComponent:throwItem(), ItemComponent:land()
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Tentative changelist for 2.1.19
huuu i smell a patch coming
Did you check out this stacking problem?
There is a misplaced item; not sure if it's important enough to fix since it's rather early in the game.
Did you check out this stacking problem?
There is a misplaced item; not sure if it's important enough to fix since it's rather early in the game.
Last edited by Dr.Disaster on Fri Feb 06, 2015 4:45 pm, edited 1 time in total.
- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: Tentative changelist for 2.1.19
ivf files don't get compiled into the dungeon dat, forcing the modder to rename the video to something like dds or another file ending that is.
- some explanation of the VP8 settings would be nice, since we are having a hard time encoding a video in VP8 that can be played.
- can old school intro be enabled ?, just pics and text, all mods (at least the ones I have played) are missing intros and finishes unless they are using the original videos.
Material names that can be assigned shaders (like ocean_water) seems to be hardcoded (like water_surface_calm), simply cloning the material with another name messes the ocean_water shader up.
Keeping the original name works but overwrites the default assets, if for some reason materials need to be hardcoded perhaps (and I don't know anything about shaders mind you) include names that modders can use like water_surface_custom_1 , 2 and 3 etc.
perhaps we are venturing too much into future requests, so I will take my leave
kind regards.
Skuggasveinn.
- some explanation of the VP8 settings would be nice, since we are having a hard time encoding a video in VP8 that can be played.
- can old school intro be enabled ?, just pics and text, all mods (at least the ones I have played) are missing intros and finishes unless they are using the original videos.
Material names that can be assigned shaders (like ocean_water) seems to be hardcoded (like water_surface_calm), simply cloning the material with another name messes the ocean_water shader up.
Keeping the original name works but overwrites the default assets, if for some reason materials need to be hardcoded perhaps (and I don't know anything about shaders mind you) include names that modders can use like water_surface_custom_1 , 2 and 3 etc.
perhaps we are venturing too much into future requests, so I will take my leave
kind regards.
Skuggasveinn.
Re: Tentative changelist for 2.1.19
I know you are focusing now more on like bug fixes, but still I would welcome
- some support for using more alchemy ingreditents
- intro / ending as it was in Log1 support (already asked by Skuggasveinn )
- bug fix: fire and shock arrow are not ammo type, so cannot be used with a bow
- some support for using more alchemy ingreditents
- intro / ending as it was in Log1 support (already asked by Skuggasveinn )
- bug fix: fire and shock arrow are not ammo type, so cannot be used with a bow
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Tentative changelist for 2.1.19
I have a reasonable list of things for any upcoming Glögg Coding Sessions (or another beverage, suitable to the time of year!). But in terms of actual bugs, the following come to mind...
- GUIContext.width / height returns full window size, not the preview window size.
- GUIContext.drawParagraph with width < 1 character causes the game to lock up - infinite loop?
I am unfortunately away for a couple of days, but will try to post any more based on workarounds in my GUI code when I get home on Sunday night.
I know one thing that would make a lot of people happy though - when saving fails because it can't serialize a game object reference - it would be REALLY a nice if it could give a bit more info (the variable name would be amazing).
- GUIContext.width / height returns full window size, not the preview window size.
- GUIContext.drawParagraph with width < 1 character causes the game to lock up - infinite loop?
I am unfortunately away for a couple of days, but will try to post any more based on workarounds in my GUI code when I get home on Sunday night.
I know one thing that would make a lot of people happy though - when saving fails because it can't serialize a game object reference - it would be REALLY a nice if it could give a bit more info (the variable name would be amazing).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Tentative changelist for 2.1.19
What do you mean? All arrows should have the ammo type "arrow" (ammo type is not the same as item name).Drakkan wrote:- bug fix: fire and shock arrow are not ammo type, so cannot be used with a bow
Re: Tentative changelist for 2.1.19
Technically this is an enhancement I suppose but you decide. When we create custom spells, meaning we specify onCast() as a function and not select one of the built-in ones, like "fireball", the game is not setting setCastByChampion() values on the hitEffect object. Also, setCastByChampion() is inconsistent as well. It is a Boolean on ProjectileComponent but a number (champion ordinal) on TileDamagerComponent.
Because of this, we need to do redundant things like define a blast object 4 times (one for each ordinal) to be able to tell who cast the spell. It can be important, even though XP is given to the whole party. For example, what if you want to modify damage or other things in TileDamager, based on the champion's skills or traits?
Maybe a bigger enhancement but more flexible, is you allow us to create the "hitEffect" object, via a function call maybe. That is really the problem. We have no way to customize this object based on info from the Projectile that it came from.
Thanks
Because of this, we need to do redundant things like define a blast object 4 times (one for each ordinal) to be able to tell who cast the spell. It can be important, even though XP is given to the whole party. For example, what if you want to modify damage or other things in TileDamager, based on the champion's skills or traits?
Maybe a bigger enhancement but more flexible, is you allow us to create the "hitEffect" object, via a function call maybe. That is really the problem. We have no way to customize this object based on info from the Projectile that it came from.
Thanks
Re: Tentative changelist for 2.1.19
check here comment from minmaypetri wrote:What do you mean? All arrows should have the ammo type "arrow" (ammo type is not the same as item name).Drakkan wrote:- bug fix: fire and shock arrow are not ammo type, so cannot be used with a bow
viewtopic.php?f=18&t=9439&p=91074&hilit ... row#p91074
Re: Tentative changelist for 2.1.19
This behavior is left over from LOG1 and is not present in the main campaign of LOG2. We intentionally removed elemental arrows because they introduce unnecessary micromanagement. The idea is that special attacks (shock bow) replace the need for elemental arrows.Drakkan wrote:check here comment from minmaypetri wrote:What do you mean? All arrows should have the ammo type "arrow" (ammo type is not the same as item name).Drakkan wrote:- bug fix: fire and shock arrow are not ammo type, so cannot be used with a bow
viewtopic.php?f=18&t=9439&p=91074&hilit ... row#p91074
Re: Tentative changelist for 2.1.19
Don't you already have this ability? You can implement custom onProjectileHit hook for the projectile?MrChoke wrote:Maybe a bigger enhancement but more flexible, is you allow us to create the "hitEffect" object, via a function call maybe. That is really the problem. We have no way to customize this object based on info from the Projectile that it came from.
I think ProjectileComponent:setCastByChampion() is bugged. The first parameter should be champion ordinal. It's just the arg type checker that is wrong, so this should be very easy to fix.