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Author Topic: Aquaria: Sacrifice v1.12  (Read 476588 times)

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Offline TheBear

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Re: Aquaria: Sacrifice v1.04
« Reply #315 on: January 04, 2010, 07:09:27 pm »
Along with the patch I'd also like to use this post to recruit anyone interested in testing the content patch. This would involve playing through the new content at a couple of milestones and then critiquing content, reporting bugs, etc. It is worth noting that the new content should be much more difficult, in terms of combat, than what is currently in Sacrifice. If you're interested reply to this thread, drop me a private message, or send me an email.

As promised, here is a small patch that should address a lot of issues brought to light from feedback. I haven't made Sacrifice all that much harder but hopefully the enemy density is a little more satisfactory for the average player.
- patch v1.05  also includes fixes from v1.04
- files will now be in ZIP format

PATCH NOTES FOR SACRIFICE V1.051 - JANUARY 04, 2010
http://dl.dropbox.com/u/3175096/patch_v1.051.zip
-- extract to aquaria/_mods/

CHANGES
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking Energy Temple quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- 2 hints have been added in case the player misses an important plot point

BUGS
- Rajah_v3 now flagged by Drask_v3 instead of Walker_v3 (possible bug if player skipped Walker's last conversation)
- Merman/Merwoman no longer move if hit by a bound rock
- Mithalas Nightmare: EnergyDoor and OrbHolder can no longer be destroyed by AbyssOctopus laser beam passing over them.
« Last Edit: January 13, 2010, 05:25:10 pm by TheBear »

Offline Thoth

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Re: Aquaria: Sacrifice v1.05
« Reply #316 on: January 13, 2010, 10:58:27 am »
I'm very excited to try this mod out, as it looks really great. Sadly, it crashes every time I try to run it.

I have downloaded the mod (v1.05) and placed the extracted files in the _mods folder in my Aquaria directory. When I start the mod, the first couple of narration screens work, but as the scene with the Mithalan doll on the bed fades to black, the music continues to play and the game crashes with the screen stuck black (I have to task manager out to shut the game down). An error message from Aquaria comes up in the background saying "flag 0 is not allowed".

I have tried re-downloading the mod and even re-installing Aquaria, but the error is always the same.

I'm running the Steam version of Aquaria (1.1.2) on Windows Vista 64.

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #317 on: January 13, 2010, 05:29:27 pm »
Thanks for bringing this to my attention. I'm not really sure why this issue was occurring in the v1.05 build but I've fixed the issue. You can either re-download the file on ModDB or just grab the v1.051 patch.

Offline Thoth

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Re: Aquaria: Sacrifice v1.05
« Reply #318 on: January 20, 2010, 12:58:05 am »
Well, I have been able to play a bit of the mod now, but I have again encountered another crash that happens every time I try to pass a certain area.

After getting Spirit Form and heading into Open Waters, Aquaria will lock up and crash just a few seconds after the 'Open Waters' text fades from the screen. I'm not sure if the crash is purely time-based, or if it's happening when I go down past a certain point, but it happens 100% of the time I enter this area.

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #319 on: January 20, 2010, 06:53:45 am »
Hmm could you post the last 10 lines of debug.log (in the Aquaria root folder) as well as PC/MAC.
« Last Edit: January 20, 2010, 06:55:43 am by TheBear »

Offline Thoth

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Re: Aquaria: Sacrifice v1.05
« Reply #320 on: January 24, 2010, 01:24:56 am »
PC, 64-bit Vista, Steam version of Aquaria

setting flag [187] to 1
removing target from shot
Pet_Nautilus: entity died
removing target from shot
Pet_Nautilus: entity died
removing target from shot
Pet_Nautilus: entity died
removing target from shot
Pet_Nautilus: entity died
turret: damage function failed

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #321 on: January 24, 2010, 07:39:08 pm »
I don't see anything wrong with what your debug.log is telling me. It's an odd place for the game to crash as nothing really major is happening in that early portion of your map. Since no one else has had the issue prior to this it leads me to believe it's something I've done in a more recent build but I'm not sure what it could be. I've tried to recreate the scenario but it runs fine. If you could send me your Sacrifice save file (.aqs in aquaria/save/) I'll give that a shot but this might be some random fluke that is out of control.

Offline ScottT

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Re: Aquaria: Sacrifice v1.05
« Reply #322 on: January 26, 2010, 01:27:48 am »
I've had identical issues to Thoth - starting with the crash in 1.05 for a new game, and now a lock-up after traveling a small distance into Open Waters.  Debug log when not actively shooting (although still with pet out), and changing to a different window prior just after entering Open Waters as a marker:

WINDOW ACTIVE
setting flag [187] to 1
turtle : attempt to call a nil value animationKey

Savegame: http://sthomas.id.au/non-site/save-0008.aqs

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #323 on: January 26, 2010, 05:12:49 am »
Thanks for the save file, ScottT. It appears that the crash was caused by an entity being trapped in the black space just past the rock walls. Extract the zip file to "\_mods\" and let me know if you are able to proceed.

Patch v1.052
http://dl.dropbox.com/u/3175096/patch_v1.052.zip
« Last Edit: January 26, 2010, 04:25:20 pm by TheBear »

Offline ScottT

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Re: Aquaria: Sacrifice v1.05
« Reply #324 on: January 26, 2010, 06:10:12 am »
Works fine now - was able to blast everything in the area without issues (but you knew that since you have my savegame :P).
* ScottT goes back to playing  :)

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #325 on: January 26, 2010, 10:14:47 pm »
Small problems like these annoy me as I imagine there are plenty of players that never return to Sacrifice once they encounter them.  I've updated the ModDB file to v1.052

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #326 on: February 06, 2010, 01:58:53 am »
I've decided to release patch v1.1 in an open beta format in the very near future. Changes and additional content will be slowly added until such point that I feel things are polished enough to put up on ModDB as the full release.

Sacrifice v1.1 Preview on YouTube [HQ]

World Map
Thanks to some great scripting work by Edwards Sacrifice finally has an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.

Naija and Elena go on an Adventure
A huge, brand new map previously blocked off in the northeast corner of the veil. Take direct control of an ancient transit turtle to speed your travels.

The Arena
Combat, navigation/puzzle, and boss rush modes should offer something for those seeking a challenge. Old Fred will keep track of your best times allowing you to gloat about your skills on the forums. Buy items from the food vendor with your winnings to help out in maps you're having trouble with. More maps will be added to the arena in the future.

In Pursuit of Perfection
Some of this has already been released in the small patches earlier this month but I continue to make tons of small changes.
- new modular dialogue tree code in new map (programming improved tenfold)
- last dialogue tree rewritten
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking The Walker's quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- hints have been added throughout the world in case the player misses an important plot point
« Last Edit: February 06, 2010, 03:09:33 am by TheBear »

Offline Atreus

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Re: Aquaria: Sacrifice v1.05
« Reply #327 on: February 06, 2010, 02:11:44 am »
World Map
Thanks to some great scripting work by Edwards Sacrifice finally has  an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.
Oh man, that's what I've been waiting for.  I started the mod, and I just couldn't continue without a world map--I got way, way too lost too easily.
I am looking forward to that :D

Offline Joey245

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Re: Aquaria: Sacrifice v1.05
« Reply #328 on: February 06, 2010, 08:28:58 pm »
I've decided to release patch v1.1 in an open beta format in the very near future. Changes and additional content will be slowly added until such point that I feel things are polished enough to put up on ModDB as the full release.

Sacrifice v1.1 Preview on YouTube [HQ]

World Map
Thanks to some great scripting work by Edwards Sacrifice finally has an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.

WOOOOOOOOOOOOOT! Awesome!

Quote
Naija and Elena go on an Adventure
A huge, brand new map previously blocked off in the northeast corner of the veil. Take direct control of an ancient transit turtle to speed your travels.

Sounds very exciting. I for one would LOVE to take direct control of a transit turtle. Does it control in the same way as a seahorse?

Quote
The Arena
Combat, navigation/puzzle, and boss rush modes should offer something for those seeking a challenge. Old Fred will keep track of your best times allowing you to gloat about your skills on the forums. Buy items from the food vendor with your winnings to help out in maps you're having trouble with. More maps will be added to the arena in the future.

Awesome. Arenas are always a good thing.

Quote
In Pursuit of Perfection
Some of this has already been released in the small patches earlier this month but I continue to make tons of small changes.
- new modular dialogue tree code in new map (programming improved tenfold)
- last dialogue tree rewritten
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking The Walker's quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- hints have been added throughout the world in case the player misses an important plot point

Good to know that the awesome mod I fell in love with months ago is now striving to be even better. Just don't exhaust yourself, Bear. We need every dedicated modder we can get...

All of this sounds SUPREMELY AWESOME. I can't wait!
"The Verse binds us, narrator and explorer. My story will become your own, and yours will become mine. You will live my life through my eyes...and you will learn the truth."

Offline TheBear

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Re: Aquaria: Sacrifice v1.05
« Reply #329 on: February 07, 2010, 01:01:18 am »
Quote
Sounds very exciting. I for one would LOVE to take direct control of a transit turtle. Does it control in the same way as a seahorse?
The transit turtle moves towards your mouse cursor if you are holding down left click or spacebar. It moves faster than Elena but doesn't control quite as well in combat since it isn't "dual joystick" (can't grab WASD or arrow input).  Using the transit turtle isn't mandatory and you can mount/dismount whenever you want.