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WoodesRogers Quest part 2

The door from Minerva's room to the secret (new) lab (upstairs).
Ah, so it goes like this:
- Open the door from lab to secret lab (character stops, Minerva says something
- I can't open the door upstairs in the secret lab or in Minervas room (both give that "rattle" sound when I press F3)
- Minerva is then in the kitchen and gives various answers including that the key to that door is lost

Is that correct? I just remember this part to be by far the trickiest and don't want to start any alchemy experiments as long I'm not sure if I missed something.
 
I can't open the door upstairs in the secret lab or in Minervas room (both give that "rattle" sound when I press F3)
Those doors should be openable. I have to check this.
 
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Yes, it was a bug. I'm sorry. It only worked if you started the unlocking with the upper secret lab door.
Now fixed.

Copy in this file and start from any save game before using the key with the sun symbol (key36).
 

Attachments

  • bugfix key36.7z
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Yes, it was a bug. I'm sorry. It only worked if you started the unlocking with the upper secret lab door.
Now fixed.

Copy in this file and start from any save game before using the key with the sun symbol (key36).
Thanks :onya I'm looking forward to part 2 (this time hopefully to the end).

Another question, as long as the memory is fresh (just for curiosity):

The collection coin puzzle: Some coins can be eliminated. This gives the two gold coins, and through elimination I can narrow it down to the (silver) coins from almost every other nation. Then the two left are swedish and chinese, and there should be one copper coin. But both swedish and chinese have one copper coin, so there are two possibilities for the last two coins (either swedish copper and chinese non-copper or the other way around). At this point of the puzzle I just tried both pairs every time I played (I think I finished WR1 three times over the years). And I always wondered what the correct thought process would be to find the correct copper coin.
 
As I remember it there should be two possibilities at the end just as you mentioned but only one of them is the right combination.
So you did it right.
 
Okay, I thought maybe there's a thought process I overlooked and "cheated" by just trying both possible combinations.

I actually created a similar kind of puzzle for Devlin Opera, with drinks in a tavern, which might be interesting for you since that seems to be your "thing" (puzzles, not drinks) ;)

I'll try the alchemy now. Wish me luck, boys!
 
Yes, it was a bug. I'm sorry. It only worked if you started the unlocking with the upper secret lab door.
Now fixed.

Copy in this file and start from any save game before using the key with the sun symbol (key36).
I've downloaded and extracted the file, and it's going into the next update.
 
I've downloaded and extracted the file, and it's going into the next update.
Ok very good. I have some more changes but I'll upload them together later. Guess the next update isn't so near.
 
Five? I don't even remember that many :D But good to hear.

In total, I have now finished part 1 three times I think and part 2 once. This is not only the longest and in my opinion the best storyline in the game, but also the most epic and deep one in terms of lore and characters. Especially the ending of part 1 feels like I've gone through an adventure, a journey with all these characters. The ending of part 2 is deliberately more anticlimactic, but that works as well at this point.

Even the protagonist gets a surprising amount of personality throughout the story. He's a completely down-on-his-luck pirate who learns unusual niche skills such as alchemy and puzzle solving, but basically always fails at his "proper job". :D

Devlin Opera pays tribute to his first achievment:

buildaraft.png
 
greens.jpg


A) In Textures there's a file leaf_icon.tga, gives the RIGHT look.
B) In Textures/Ammo there's also a file leaf_icon.tga, gives the LEFT look.

The item used here is "forest" from the BuildingSet with model B_leaf.gm
Is there any problem if I copy the A) one over the B) one?

I have used the "forest" but it really looks awful.
 
Try this version first. It's the original texture with an alpha channel mask added. It therefore preserves the original tree trunk and boulder textures, which were changed in the later version seen in "Textures".
 

Attachments

  • leaf_icon.tga.tx.zip
    170.7 KB · Views: 9
Thanks, it is so much better than the existing one in Ammo folder. I still prefer the one in Textures though.

First I was wrong, it is the item jungle (B_bigforest.gm leafpalms.tga) I have used. Looks ok in GM-viewer, really bad in game.
Item forest uses (B_leaf.gm leaf_icon.tga)

Now I have tested all alternatives for both items.
Your leaf_icon.tga is the only case that works. For both items. It still isn't perfect in game but so much better.

So I suggest using it as leaf_icon.tga in Ammo folder and pointing B_bigforest to it instead of leafpalms.
B_bigforest in GM-viewer: the stems look broken, not so in game.
 
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Could you show a screenshot showing the problem with "B_Bigforest" in the game? Also, if there are any flowers nearby, screenshot those as well. That's because "leafpalms.tga" has different versions in different subfolders of the "Textures\Locations" folder, and that's because "leafpalms.tga" also contains the textures for flowers. Some time ago I brightened up the flowers and made different versions with different colour flowers for each location, so you'll see red flowers normally, but blue flowers if the location is taking its texture from the "ENGLAND" subfolder, and other colours for France, Holland and Spain. There's also a "JUNGLE" subfolder; if you see pink flowers, the location is using that. So the flower colour will tell me which version of "leafpalms.tga" is being used. (Having said that, there shouldn't be any difference to trees because all I changed was the flower part. But they probably could all do with some work anyway because if I look at "B_Bigforest" in GMViewer and point it at the texture file from the original game, I can see brown coconuts which either don't show up at all, or show up green, when I point it at the current texture.)

In any case, changing a file to use "leaf_icon" instead of "leafpalms" probably won't work because the textures are laid out differently.
 
Here are B_bigforest with the original LEAFPALMS.tga (Ammo folder).
And with the new leaf_icon.tga (Ammo folder) instead.
LEAFPALMS.jpg

leaf_icon.jpg

No flowers here at all.
 
It seems that building items don't take any notice of alpha channels. So it doesn't matter which file "B_bigforest" uses, the leaves are always going to look like that.

GM Viewer does obey alpha channels, which is why it shows the leaves nicely. It's also why some swords don't show up properly, if at all. Weapons use the alpha channel to switch between shiny metal and texture, everything else uses it to switch between invisible and visible. GM Viewer obeys the "everything else" rule. So some swords are partly or entirely invisible in GM Viewer.
 
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