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Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 21:03
by janaba
Hi, everyone, I finally had to register here on these forums ... A few of you know already that I'm enjoying
the TOC MOUL Shard for a while, since January actually ... I've been updating my TOC MOUL installation
with the new Wall implementation, of course, but I couldn't get it to work by now ... :P

I'd like to add that this is the first time that something isn't working on this shard besides the
usual crashes esp. in the COD as almost everyone is experiencing them every now and then lol ...

Back to the Wall, I've been trying everything that came to my mind, I've deleted the Gahreesen book
a few times and tried all conceivable possibilities to try to make those Wall panels work, but in vain ...
Today I uninstalled the whole TOC MOUL and installed all anew (my MOULa files are up-to-date) and
after nothing seemed to have changed I ran the TOC Repair tool to see what options were available,
and so I got the re-install of the MOUL files to run, but no success still ...

Ok, here's what I experience ... I can actually activate one of the panels when seated, when I push the
green upper button everything flashes nicely and then I can choose a number of maze blockers which also
works 'for one panel', but you guess it already the other panel doesn't work though it is activated somehow
as the red (not used) lights above are blinking, but I have no hotspot to do resp. choose anything ...
It doesn't matter with which panel I start btw, the yellow or pink one, I can activate one of them and choose
and also fix the choice (with the middle button on the right side) but the 2nd one won't work ...

One thing I've noticed, as soon as I sit down on that seat even before I have touched the Wall panel, I am stuck
when I get up and want to leave for the other room, I stand up and cannot move and have thus to jump to get
unstuck again and move on
lol ... It feels like a collision wall, I can jump twice up to be even higher and then
I'm free again ...

Yeah, that's it so far, maybe anyone of you knows immediately what's going on from what I've said, I could also
upload the Python.0.elf file and/or send you an invitation to see for yourself ... Ok, looking forward for some
suggestions or even solutions lol ... Thanks however for all your efforts and innovative and impressive new
things on this shard ... /wave ... :D

Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 21:35
by gabriml
The way they explained the known wall bug is that you need two persons seated at the wall panels before configuring the wall. I don't think it will work with a single person. I tried it several times with no success.

I also encountered the entrapment bug at the wall. Have to jump to get away.

Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 21:35
by Opa
The issue that you stuck if you stand up is related to PhysX. Maybe in the future it is fixed, but it's not really important, cause you can become free if you jump. The other issue, I noticed this during the beta test, but I thought this isn't really important cause it seems to be intended from cyan and because it's an Multiplayergame. But I can take a look into the files and see if I can remove this lock.

Opa

Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 21:37
by johnsojc
Doesn't it take two people to do this?

In any case, is there an object for the wall help journal that can be turned on? Here is what is in the file:
Spoiler:
The Gahreesen Training Wall

Author: Simpson (transcribed from voice recorder)

Age: Gahreesen

Date: 4/22/2003-11/26/03 Multiple trips

This document is supposed to detail how "The Wall" worked. So here goes.

SUMMARY:

Should probably start with the point of this thing, as we best understand it. It seems the idea was simple: each team created a maze. The first team/person to get to the top of the maze won the competition, or training, or whatever they called it.

We're pretty confident it was originally used by Maintainers to improve their physical and mental conditioning. While climbing the structure was the main task, it was made much more difficult by adding fogs, rain, noxious fumes, fire, extreme heat, extreme cold, and I suppose whatever else they could throw in there. I think that means it's a pretty air-tight room in there. Even so, I'm assuming we won't be turning on the "unleash hell" component to the control panels anytime soon. At least don't while I'm around.

Definitely played by two different sides. It's not clear how many were on each side but it doesn't seem to matter. Each team created a maze for the opposite team in each Control Room.

MAZE CREATION:

Red button at the top engaged the control panel. Once engaged, the nice little red lights started flashing and teams needed to determine how many blockers they would be working with.

Three buttons on the left side of the panel were quick jumps to preset numbers of blockers: bottom button is a quick jump to five, the middle button ten, and the top fifteen. Purple (they look pink to me) lights, up at the top, represent how many blockers have been selected for the purple team and yellow for the yellow team. Blockers can be raised or lowered by ones with the buttons on the right side. If a team wanted seventeen blockers, they would press the top left button once and the top right button twice. Yeah, I've definitely seen more intuitive panels in my life.

Regardless, once either side pressed the middle button on the right side, the number was locked on both machines. There was no turning back, at least in regards to how many blockers were going to be used for the game. Those little lights stop flashing and the purple/yellow lights go blank.

Setting up blockers was fairly easy: press the section of the grid where a blocker should appear and it appears. Magic. A light at the top also appears for each blocker. Once the maze has been set, the red button is pressed and the maze is locked in and transferred to the wall. After both sides had set up their mazes, I'm sure someone would say "let the game begin". They just had to.

THE SUITS

The "Suit Machine", as I like to call it (very clever I know), raises once both mazes are set. Competitors step into the machine, it lowers over the person and wham - drop through the hole and find yourself at the bottom of the wall wearing a piece of high-tech D'ni gear. Very cool stuff, if I say so myself. It does feel a little weird though.

THE CLIMB

Both sides are racing to the top, trying to avoid the blockers that have been set for them by their enemy. Those blockers can not be seen, but they will knock someone off the wall if hit. So, it's a "try to get in the head of your opponent and hope you don't get knocked off" game. And if you do get knocked off, better remember where it was so you don't hit it next time. And remember, while the flames are coming at you and your sweating inside of your suit. And do it as fast as you can. Yeah, I'd say it trained them pretty well.

WINNER

Once somebody got to the top, the suit, and some kind of panel in the wall (we assume) initiated a link. Bam, the Maintainer found themselves in the Maintainer Nexus. Yahoo, winner. Once there, Maintainer raised his arms in the air and cheered to himself and linked back to the Control Room for game number two. (That's how I picture it.) It's worth noting that the Nexus removed the suit from the Maintainers as well. We don't know how really, but we know it does. Since we're admitting what we don't know: that link through the wall and suit thing is somewhat of a mystery.

Once one side reached the top, the mazes were displayed on the wall for the poor guy still trying to find his way to the top. At the same time, it looks like those patterns were displayed in observation rooms and the Maintainer Nexus displays as well. Loser needed to work his way to the top, use the same link as the winner, get rid of the suit, and start on game two. Maybe get chewed out by his superiors first. Who knows?

Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 21:42
by gabriml
Deep Island has it configured to allow single person use. Its nice if you want to practice without delaying others.

Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 22:38
by Ehren
Opa wrote:The other issue, I noticed this during the beta test, but I thought this isn't really important cause it seems to be intended from cyan and because it's an Multiplayergame. But I can take a look into the files and see if I can remove this lock.
While it is a multiplayer gamer, I don't think Cyan would intend for people to have to be sitting down at the same time to get it to work? (If I'm understanding this issue correctly) The way it used to work in older versions of Uru: pressing the button on any team's side to activate the panel would automatically active the other one too, even without someone sitting there.

If you can fix that sort of issue, I think that would be a good idea.

Re: Updates 2012/03/24

Posted: Mon 26. Mar 2012, 22:38
by janaba
Thanks all for your answers ... So, there's nothing wrong then? ... Maybe I should try it with
somebody else, I anyway still need someone to turn my Ahnonay spheres and to drop that pellet ... :P

I can confirm gabriml's statement btw that in my offline Drizzle/Offline KI installation (I don't have
the DI shard installed) I can handle both panels and actually climb the Wall ... :D

Re: Updates 2012/03/24

Posted: Tue 27. Mar 2012, 00:19
by Opa
@EhrenThis issue means, that you can't play the wall alone. If you sit in one Chair you are "locked" to this panel and can't use the other one. But, I will take a look into the code soon.

Opa