New D-Mod: Quest for Dorinthia: Special Edition
The new and improved version of Quest for Dorinthia is ready, and it looks good!
Not just a few tweaks to the original, Bill's made a complete overhaul of the D-Mod, so even if you've played the original, give this new one a try anyway!
Also, Quest for Dorinthia 2 has had a smaller update, with some story changes to the beginning to account for the differences in part 1.
Not just a few tweaks to the original, Bill's made a complete overhaul of the D-Mod, so even if you've played the original, give this new one a try anyway!
Also, Quest for Dorinthia 2 has had a smaller update, with some story changes to the beginning to account for the differences in part 1.
Awesome
Does me heart good to see senior members giving the site some love.
Does me heart good to see senior members giving the site some love.
June 17th 2012, 07:59 PM
SebastianT
Looks good, other than a text editor hiccup in 'main.c' which left several lines of the form
instead of
Until these are corrected, certain sections of the game will not work properly.
Enjoy...
make_global_int("&cavelton"), 0);
instead of
make_global_int("&cavelton", 0);
Until these are corrected, certain sections of the game will not work properly.
Enjoy...
dang. Sebastian thank you. My apologies - advice to all: when testing/creating a DMOD do NOT use the Save Game Editor, It gets you into trouble. Anyway, I've released a new version now (also contains some other minor fixes) for those that want to redownload it. I put it up on my site and will release a patch in the new few days officially after I've gone through everything again. No more show stoppers. Sorry 'bout that.
New version.
New version.
This is the reason I wait a little bit before playing. There's almost always a small mistake. Human error is way too common.
I was never able to pass qfd because when i used the knight suit to get pass a guard on the bridge the game just crashed.
This game takes me back. There's something unique about these old D-Mods, other than the nostalgia. They may not have as great a gameplay or a lot of clever scripting, but from the title screen, to the credits, they feel like you're actually going on an adventure. It feels like some thought was actually put in everything.
Thank you for the special edition, Bill!
Thank you for the special edition, Bill!
Agreed. I'm definitely going to play through this one.
Found an error in the first screen with Pillbugs (over the bridge). After I killed the Pillbugs, the screenlock didn't disappear. First it worked, and second time it didn't. You might want to look into that.
I just tried it and did see that they came back if you left that screen and went back. However the screen lock did go away after beating them a second time. I tweaked the script anyway to make them stay gone once you beat them. It will be in the patch coming this week.
June 20th 2012, 08:55 PM
rinkydink
something about the ,en-pill1: after killing them and leaving the screen, upon returning the pathway was blocked with invisible hardness shadows left where the pillbugs died. so i copied the text from en-pill2 into the en-pill1 file in order to continue playing. anyone else notice this? i thought maybe my old windows 2000 os has problems, or maybe en-pill1 has problems.
Looks like en-pill1 uses editor_type 5 (background sprite with hardness) instead of 6 (return after 5 minutes).
June 21st 2012, 12:02 AM
rinkydink
ok, pillbug, thanks for educating me. the problem is/was, it entrapped me into an area, effectively ending the game.
since the invisible hardness seemed to be permanent, as far as i could tell, i removed it from my path permanently.
since the invisible hardness seemed to be permanent, as far as i could tell, i removed it from my path permanently.
Quick question, how many bugs will be fixed in that patch? I was going to start it today, but I'd rather not if it means I'll run into problems. If it's just that one bug I can cope though
There may be quite many bugs considering I found one just in the seventh screen.
Patch has been uploaded. I won't make excuses but know that testing a DMOD that is this big by yourself is HARD WORK and things slip through. Next time - not so big.
If I remember correctly he did ask for testers So if not enough people reply...
I'm off to playing it now. Will probably write a review when I finish it and if I can beat it...
I'm off to playing it now. Will probably write a review when I finish it and if I can beat it...
An excellent thought Sparrowhawk. Next time I'll get more than I got this time: 1.
It's quality that matters, not quantity. It's hard to find good betatesters, it's more difficult to do than one might think.
Also, you might want to get your version numbering in order.
(Download description says 2.01, DMOD.diz says 1.00 and readme says 2.00)
It's confusing!
Also, you might want to get your version numbering in order.
(Download description says 2.01, DMOD.diz says 1.00 and readme says 2.00)
It's confusing!
I was just kidding around. Only had one brief tester who helped with some initial screens but that was it. I am not complaining as I recognize the time commitment.
Yup...realized that after I uploaded it. The versions match in my head.
Yup...realized that after I uploaded it. The versions match in my head.
In screen 607 there is still one pillbug with the script en-pill.c instead of en-pilltree.c. If you have the misfortune (like me) to kill that particular pillbug last the screenlock won't go away... (Also, same story on the screen above that.)
Now... Off to play the rest of the DMOD...
Now... Off to play the rest of the DMOD...