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Mods chat level Sat 08 Jun 2013 17:02
<mm> (SPOILER) Hi Dave! Thanks, I'll try again, it obviously is working, I always thought it might not work because I'm playing on a really old version of the game as I'm on Macs.

I'm stuck on both levels... And it's annoying!

But I really like your modded Mod level! It's lovely how you've managed to integrate my last tiles, you did exactly what I had more or less imagined, but of coures you did a way much better job than I had in mind.

BTW: let's have a little talk about style: the DC5 level somehow has lost some of it's style points IMO. It had been better before, now there are lots of things integrated in it that are not used any more, and in general, I don't like that. Some red herrings are ok, but too many? If that red bot is not in the game anymore, so why does it has to sit there? It just doesn't make sense to me. It's not a critique, I'm just generally speaking. I usually would not rate a high style if levels do show such things. If I could solve that level, I'd do a mod and eliminate whatever isn't needed, I think that would give us a great base for former mods. What do you all think?
<Dave> I did wonder why you posted there. Continued from 3563:

Ctrl-0 only works on the directory you viewing at the time. You just need to come out of triage, go into Minor Leagues and run it again.

Are you stuck on Jim's DC5 mod or mine?
 
The trick is "Catch us if you can" Sat 08 Jun 2013 16:31
<mm> (SPOILER) Thank you so very much, Dave! I am sorry for commenting in the wrong level again, I have no idea how this could happen again, silly me. I could see the things working, and it did indicate on top what levels it had been working on, and there had been a green growing line, too! So it worked. But I think it didn't look for levels in the minor leagues, it only checked the normal triage folder, right? How could I make it check the minor leagues as well? Any idea?

O.k, no red, so I will continue trying... And I'll try to ctrl-0, too! ;)
 
The trick is "Catch us if you can" Sat 08 Jun 2013 15:08
<Dave> That depends whether you are trying to look for solutions in your player file or import them from somewhere else. In the former case you just need the name of your player file (e.g. mm.esp). If after you enter Escape seems to stop responding for a minute then ctrl-0 is working.

In the last two mods it shouldn't be possible to get the red bot.
<mm> (SPOILER) I need help: could anyone tell me how to ctrl-0? It says: "recover solutions from file:", but what should I type? What is meant by that or where could I find that ID-number?

Second problem: is the red bot needed or not?!

Answers are highly appreciated!
 
Modular Thinking 13 Sat 08 Jun 2013 07:23
<mm> (SPOILER) Added speedrun: 1016 moves (old: 1039).
Should we continue working on this level? I think it is great the way it is!
 
Mods chat level Sat 08 Jun 2013 01:59
<Dave> PPS. I'm not sure that one tapestry 950 years ago qualifies Bayeux as a 'tapestry town'. It's a bit like classifying Coventry as a place where the women ride naked on horseback...
<Dave> Thanks noname. I have been having a play around with computer.dat this morning. On reflection, I think you a right that 5 and 10 are probably the only levels worth implementing (6 is clearly practically impossible). The force floors in 10 only ever move ice blocks which reduces the problem considerably and it certainly looks like it can be done, but my prototype mechanism is very cumbersome and certainly nowhere near worthy of upload.

PS. Mark, you're forgetting me for a start. I may be a Londoner but I live about as far away from there as you can get (Strictly speaking: I live as far away from a spot in the Sahara just outside Tangiers as you can get whilst being confined to the surface of the Earth). :)

 
Play Escape v2.0 Fri 07 Jun 2013 18:39
<Dave> (SPOILER) Added speedrun: 954 moves (old: 1028).
qwerty
<Dave> (SPOILER) Added speedrun: 1028 moves (old: 1768).
I didn't do this on purpose!
<Dave> I keep pressing ctrl-0. I know it wont acheive anything but it's very therapeutic.
 
Modular Thinking 13 Fri 07 Jun 2013 14:09
<mm> (SPOILER) Great mod!
 
Mods chat level Fri 07 Jun 2013 07:02
<mark> (SPOILER) Hi all,
Hey Jim i was about 2 hours into the red balloon when i got to where your at and thought i'd cracked it.I went running to the exit pleased as punch that it was done only for the door to dissapear.How daft did i feel then, i put the dissapearing door in.
I also thought you was from USA because when i kept saying grey you would say gray.

Dave what's the 4 continents am i missing something i only make Europe and North America.

The Blue Bayou was one of my early favourites that i could not solve,and always wondered why it was changed from a nice flatland river into some kind of tapestry town.

Yes Dave i do like the levels where you roam free but one error early can scupper the level,but you don't necesarily know that.

I had a check list of levels i really liked and always come back to, finshing it the other day with the "dont turn" levels.
That level is so simplistc looking and obvious what needs to be done but sure is hard for a beginner.

Had a quick go on mod 13 looks good and tricky but i have no time to play now for a couple of days. I'll still be checking comments,see you all have fun.
<noname> (SPOILER) Re Dave: It has been a long time since I last played computer.dat. If I recall correctly, they are mostly just block pushing levels. Levels 1, 4, 9 have already been ported here. Levels 2 and 3 are easy to port, but they are also relatively easy. Levels 7 and 8 involves iceblocks, which are easy to implement in Escape, but I'm not sure if we want more of those block-pushy levels (though IMO level 8 is more difficult than 1-3 or 7). I actually tried to implement level 5, but the result isn't very natural as my implementation involved self-targeting transports in the place of water, so I did not upload it. I don't think Level 6 can be implemented. There are huge difficulties in implementing Level 10 due to those force floors, so I'm not sure if this can be implemented (though part of it may be doable). In any case, if you think the community wants more of those hard block-pushy sokoban-like levels, just go ahead.
<Dave> PS. I do know how to spell Antarctica :)
<Dave> Jim, I thought you were American, that's why I put your name up. 'Blue Bayou' was the giveaway, no BrE speaker would use the word 'bayou' (to be honest, I didn't even know what it meant until I looked it up). So, we've got 4 continents covered in the Mods levels, 3 to go, but I don't hold out much hope for Antartica!
<Dave> (SPOILER) Done a Mod mod. The idea was to bring as many as possible of the new bits from Kirima's last mod into the game. May have gone a couple over the 10 changes. Can't guarantee the uncookability, in fact I'm pretty certain it will need tightening up, but the underlying solution shouldn't be affected.
<Dave> I've never been to the States (flight transfers excepted) but somehow I feel I know that town...
<Jim> (SPOILER) The game isn't completely in European hands, I'm in USA. Currently living in the small town of Stuporville as I can't solve the Red Balloon ones. I can get to the exit in 1100 moves but need a bot to take me the rest of the way, so obviously I'm doing it the wrong way.
<Dave> After reading Kirima's comment, we have a new series series theme: Eurovision :=) No danger of running out of level titles...

Got a vague idea where Gary and noname are but I have no idea where Jim is from though.
<Dave> (SPOILER) Hi Mark, glad all over that you liked it like that :) Nice little shortcut. I'm not sure I want to edit it out because the core solution is basically the same and any further added security at this stage might be too much of a spoiler. If it gets properly cooked the story changes.

I don't know about you, but I've always liked levels which maintain a high level of difficulty despite being not too rigid. It's nice to play around with them and try and find those little shortcuts. Unfortunately, as you know, trying to create that kind of level so often leaves a major vulnerability.

I have no idea what to do with the Mods series yet, add more toys or try to work in Kirima's new bits? Will have a think about now I've caught up with everything again.

Question for noname: as you are the expert on these, do you think it would be worth trying to implement more of the other computer.dat levels here?
 
The Red Balloon because Thu 06 Jun 2013 18:02
<Dave> (SPOILER) Added speedrun: 1395 moves (old: 2323).
Tidied up a bit.
 
Mods chat level Thu 06 Jun 2013 14:59
<mark> (SPOILER) Hi DAve just added one for you to play on ,i dont think it adds any difficulty for you but you will find my solution.
Maybe you could edit it out if you want your solution is much better.
<mark> (SPOILER) The red balloon has just popped,that was awesome i dont know how you did that?
A well and truly great level which i'd normaly give 10 but i'm taking all my 10 scores back.
If there's levels i cant do then they must be the 10's.
It does not matter if tricks are spoiled a bit(a lot)There sitting in a level they deserve.
I've been playing this level nearly 5 hours and bear in mind i allready knew it quite well.
Not so sure about wanting to give you a nudge in future,i think you knew you were on to a winner when you put the red in the title.

 
The Red Balloon Thu 06 Jun 2013 05:33
<noname> What a level!
Basically the same solution as Dave...
 
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