Or compatible with both 6.1 and the current snapshot?
Edit: I managed to get the pirate his thing he needed, but his new door ends in the middle of the earth.
Apparently my tester did not test it deeply :p I am working on the bugfixes
Download here: https://ccan.de/cgi-bin/ccan/ccan-view.pl?a=view&i=6248 or here: http://cognium.de/misc/XMasDefense2015.ocs - I hope the upload worked. It ran for a long time on 1000 bytes per second with connection resets three times per minute. Thanks to Pyrit for the Wool Hat ;-)
I've linked Marky's Shîre remake as well as the defense in this new blog posting.
(but in my opinion, the xmas-tree should have way more hitpoints in singleplayer)
Small bug: Sometimes the presents got stuck deep in the earth so I couldn't open them.
This and Fight for GIDL need to scale difficulty depending on the number of players..
The beggar dialogue was missing something; I didn't actually notice I got the sMett (and it would ask for the gold coin again after).
Some object strings weren't translated to English. I just remember the magic wand text that there was nothing to "verzaubern".
The final thing didn't enter the wormhole for me. I ended up stuck in the top right corner of the landscape. I could steer it somehow and I steered it to the side I think.
When you already talked to someone and just quickly want to skip through the text. you accidentally restart dialogues pretty easily. To prevent this, the Dialogue object in the Objects.ocd has a minimum delay between stopping and restarting a dialogue (during the delay, talk requests are ignored).
Scenario was really cool otherwise. Would you like to contribute the alternate skins to the main repository (CC-BY-3.0 or compatible) so we can use them for other NPCs?
>When dialogues were "finished" (i.e. you gave NPCs what they wanted) they would restart. E.g. after you gave away the bread and got your reward, the NPC would ask for bread again.
>The beggar dialogue was missing something; I didn't actually notice I got the sMett (and it would ask for the gold coin again after).
Noted
>Some object strings weren't translated to German. I just remember the magic wand text that there was nothing to "verzaubern".
Is this related to http://bugs.openclonk.org/view.php?id=1513 maybe?
>The final thing didn't enter the wormhole for me. I ended up stuck in the top right corner of the landscape. I could steer it somehow and I steered it to the side I think.
Interesting. Did you or someone else also try making a savegame? The "SaveScenarioObject" callback in some objects confused me, but apparently it is only necessary if you want to prevent something from being saved to Objects.c while saving the scenario from editor mode.
>When you already talked to someone and just quickly want to skip through the text. you accidentally restart dialogues pretty easily. To prevent this, the Dialogue object in the Objects.ocd has a minimum delay between stopping and restarting a dialogue (during the delay, talk requests are ignored).
Noted :) Maybe I can add an option for skipping to the next unkown message (or one message before that).
>Would you like to contribute the alternate skins to the main repository (CC-BY-3.0 or compatible) so we can use them for other NPCs?
Yes. I would also contribute my templates to the resources repository, so that we can make new skins easily. Do you need anything else?
>Did you or someone else also try making a savegame?
OpenClonk crashed when trying to load the savegame I made. But this also happens with every scenario I tried it with.
Some other things I noticed:
- You can take the bow and explosive arrows from the NPC after he freed the elevator. When you kill the Cyclops with the bow, your grenade launcher still disappears magically .
- After defeating the mage "Abr..whatever..bar", he freezes and does nothing instead of dying or disappearing. Not sure if intended.
- Under Linux, the black-and-white-effect made problems, the trees stayed mono coloured after the initial monologue. Windows 7 worked though.
> You can take the bow and explosive arrows from the NPC after he freed the elevator.
How did you do that?
>When you kill the Cyclops with the bow, your grenade launcher still disappears magically .
It is assumed that you kill it with the launcher. Scriptwise the scenario is very dirty, because I wanted to get it done fast.
> After defeating the mage "Abr..whatever..bar", he freezes and does nothing instead of dying or disappearing. Not sure if intended.
I tested this often, but probably one of my bugfixes broke it again. I've got to look into it.
>How did you do that?
You can take out stuff from things in the interaction menu. I could also take the pirate's hat. Har har har.
#appendto'ing
func IsContainer() { return false; }
or
setting
npc.IsContainer = nil;
for every NPC, should solve that.
>Yes. I would also contribute my templates to the resources repository, so that we can make new skins easily. Do you need anything else?
What is there size? If they are too large we should do a selection.
But the sorcerer (Clonkalabar?) broke after pointing the wand at him
[19:41:42] ERROR: '->': invalid target type nil, expected proplist.
[19:41:42] by: Object(844)->Trigger_Clonkarabas_WaitDefeat() (Shire.ocs\System.ocg\Trigger_Clonkarabas.c:97)
[19:41:42] by: Object(844)->SequenceCall("WaitDefeat") (LibraryAdventures.ocd\Libraries.ocd\Sequence.ocd\Script.c:90)
[19:41:42] by: Object(844)->CallNext("WaitDefeat") (LibraryAdventures.ocd\Libraries.ocd\Sequence.ocd\Script.c:172)
[19:41:42] by: Object(844)->FxIntScheduleCallTimer(Object(844),{Function = BackgroundSequence.CallNext, Name = "IntScheduleCall", Pars = [...], Repeats = -1}) (System.ocg\Schedule.c:93)
I could go on to the giant but it killed me and I lost my grenade launcher BEHIND the giant (due to an explosion of a flint). So I scripted myself a new one. But I couldn't kill the giant :(
So I just shot at the giant's feet until it was underground and jumped over the giant and got the material!
For me decoration is really missing in the round. Otherwise it is very well done, apart from the long walking you have to do.
Are they all for the main mesh (skin)? Or different meshes?
And can I take the portraits from Shire as well? Is the latest version of the portraits on CCAN?
Thanks a lot btw!
Also the green clonk could get a different overlay to get all kinds of colors?
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