Author Topic: Quest Pack 9 - Isle of Thanatos  (Read 5074 times)

peewee_RotA

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Quest Pack 9 - Isle of Thanatos
« on: November 01, 2015, 11:01:35 PM »
---UPDATE---

QUEST 9 Complete!!!

Isle of Thanatos is officially complete and ready for play.

The wiki has been updated with downloads, quest information, and development files.

To install follow the below link, click on the download link for the quest, and extract to the base A&A folder. (default is: C:\Games\Amulets & Armor\)
http://wiki.amuletsandarmor.com/index.php?title=Isle_of_Thanatos
« Last Edit: November 16, 2015, 08:32:11 AM by peewee_RotA »

peewee_RotA

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Re: Quest Pack 9 - Level 1 [WIP]
« Reply #1 on: November 04, 2015, 09:42:42 AM »
Updates:

Started work on Level 2. It's about half complete. After I finish the next section, which is kind of a riverside outpost I'll put it up as a WIP.


Notes:

The first e-mail didn't explain much about how to install a map. If you have files for quest 8, (trial of time) then you need to rename these files before extracting them or they will install over it. A&A has looks for the next sequential quest pack number.

Take a look at C:\Games\Amulets & Armor\MAPDESC. If you have QUEST7.INI and DES00007 files, then rename the corrosponding files in the Quest Pack 9 zip file to QUEST8.INI and DES00008

For all future releases I'm going to just include Trial of Time to preserve the Quest numbering system.

Additionally, I've been thinking about making a quick "map pack installer" that will look for an available number and rename the files automatically, I'll follow up if it ever comes into being.

LysleShields

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Re: Quest Pack 9 - Level 1 [WIP]
« Reply #2 on: November 04, 2015, 12:45:50 PM »
Love to see more of your work!  I'll have to check it out.

peewee_RotA

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Re: Quest Pack 9 [WIP]
« Reply #3 on: November 09, 2015, 06:28:23 AM »
Still working on level 3. This one is going to have a "WOW" moment and I'm trying not to ruin it. I'm going to get the quest pack done as much as possible before releasing level 3. But it's probably going to need a lot of feedback.

(trying to get the scrolling horizon trick working. Right now if the lower part of the screen crosses the floor of the bottom of the dummy sector the back wall pops into place. Gonna try to raise the sector and some other tricks. But it will need a lot of testing to get the effect to work right)

Based on the way the story ties the 3 maps together, this will be map 3.

There also seems to be some scripting issues in the zip files I posted. I'm going to try to get out a new download this week to fix that.



While discussing mapping, I've got one trick that I want to try... but haven't had the opportunity. Torch #1 is basically the only light source besides sky. Some other lighting objects that don't create like (like candles) don't always fit with a wooden torch. I think it's possible to hide a torch behind a fake wall and turn off the mapping for that hidden sector.

Are those flags linedef flag for showing and hiding walls supported in AA?

LysleShields

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Re: Quest Pack 9 [WIP]
« Reply #4 on: November 09, 2015, 10:50:57 AM »
I'm not sure if show/hide works or got re-purposed for something else (like transparent/translucent walls).

peewee_RotA

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Re: Quest Pack 9 [WIP]
« Reply #5 on: November 09, 2015, 12:52:32 PM »
I think the end of Elmore's quest uses this feature. I can just look there for a sample. Thanks!

peewee_RotA

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Re: Quest Pack 9 [WIP]
« Reply #6 on: November 11, 2015, 05:23:34 PM »
Quick question... The linedef flag "Block Monster" doesn't seem to stop flying enemies. Is there a work around for keeping them out of certain sectors?

peewee_RotA

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Re: Quest Pack 9 - Isle of Thanatos [WIP]
« Reply #7 on: November 12, 2015, 06:28:38 AM »
Map 3 is "complete"

It definitely pushes the game to its limits. I've changed the length of the quest to 3 maps because of the difficulty of each. This level is meant to be a relatively difficult challenge for level 3 and 4 players focusing on the Sailor the most (but also having elements for the rogue and mage)

The levels are about 99% complete. They still need music (Can't for the life of me remember how to change it), sound effects, and testing. So without further ado here is a the entire quest pack for testing:

(old link removed, see OP)

To play extract to the A&A root directory, launch the game, and select the quest Isle of Thanatos

(To get the best effect. Level up to 3 or 4 in Visions of Jagurtha or Trial of Time first!)




Note: Map 2 crashes for me on exit about a 4th of the time. I'm still debugging this. If it crashes, it should work the next time you try it.
« Last Edit: November 16, 2015, 08:31:03 AM by peewee_RotA »

peewee_RotA

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Re: Quest Pack 9 - Isle of Thanatos [WIP]
« Reply #8 on: November 12, 2015, 09:20:43 AM »
Starting a bug list:
Map 1
  • Map 1 switch to open the cargo hold isn't changing texture. The lineface number probably changed the last time I saved.
  • Pick music
  • Miss Spelling in quest text
  • Occasional crash on level change (Can't reproduce)

Map 2
  • doesn't have any messages in it yet for how to complete it. You have to get to the cabin door (which is locked at the beginning). Once you lower the gates get back to the ship and try to open the captain's cabin to find the exit. I'll add those in as script elements and put some exit markers there in the next version.
  • No instructions for exit
  • Able to exit by standing on cargo hold
  • Pick music
  • Occasional crash on level change (Can't reproduce)
  • Hard to reproduce crash while standing on boat (Can't reproduce)

Map 3
  • Axe stuck in tree
  • Pick music
  • Temple Pool room has no light in versions of EXE that run custom lighting on load (pwmod, latest branch)
  • Hard to reproduce crash while standing on "the beast" (Seems to be caused by a limit to how many lines a single sector may have)
  • Horizon popping back to regular texture when looking up


UPDATE #1
Fixed a bunch of the scripting and item related errors and fixed one of the secret items in Map 3. Also widened a secret room in Map 1 to fix clipping on the corners of the doorway. Download updated in thread.

Update #2
Added music for levels, also updated the wiki with a tutorial on changing music... which was a lot simpler and more self explanatory than I thought.

Update #3
Fixed lighting issue in Map 3. Investigated crashes and found that the tail feathers of "the beast" were too complex. It seemed to be a number of sides limitation but could not reproduce on any other advanced geometry. Simplifying the shape fixed the crash. Still looking into the other intermittent crashes. So far can't reproduce them. (Although the Map2 crash may have been related to a scripting error fixed several versions ago. hard to confirm this)

Update #4
Since I can't reproduce any of the crashes anymore, I have to assume the remaining ones were related to the scripting issue. The latest download will be the official release. (but I'd like to leave the thread open in case anyone finds a way to reproduce the crashes)
« Last Edit: November 16, 2015, 08:33:06 AM by peewee_RotA »