JanB wrote:
I 'missing the spawn option a little bit now , I was using in order to get an initial impression, when first installed it on my local setup I also use for testing some other ages. But what I realy do miss is an option to reset the age ( as a personal instance or so ).
You can always use the /spawn command on your offline install.
To reset the age when offline: ----> /reset
To reset the age when online: ----> /!resetage (CORRECTION MADE)
Thing is that we are asked to reset the age when we leave a given age online. Since those fan ages are public instance, if someone let say solve all the puzzles, the other guy coming in after will see what they shouldn't see and their experience would be spoiled
Last edited by Annabelle on Sat Nov 17, 2012 8:13 am, edited 1 time in total.
bugs:
blue tower: ground floor blockers still in place when elevator is gone
yellow ball light: visual layering problems
throughout: flickering layers are particuarly bad at creature cave and with journal displays
throughout: can walk through many ladders at 45 degree angle
yellow area: transport will fly through the closed roof (can be fixed by disabling flight if roof not opened; see additional comments below)
annoyances:
no call buttons for any transports/elevators
non-working ladder in yellow machine room
island tower door can't be opened from outside
why would bridges just disappear??? (and how would this be possible logically?)
what is the point of the lighted ring? it appears to be a landing pad or signal
flying donut lack of external closing doors (e.g. control room) for interstellar travel
why do we hear thunder when there is no lightning??
overall logic questions about age:
why would the builders have failed to interconnect the underground areas?
why are there so few rooms/tunnels underground? the scattered metal caps on the surface imply there is a vast underground network.
why would they have built transports/elevators without call buttons?
where did the flying donut come from (no hangar can be seen)?
why are there no bodies aboard? the jhibi obviously failed to implement their mission, yet it appears people were there recently (food/drinks abound); also, it doesn't appear that they were prepared for a long journey aboard (empty hangar bays, etc.), plus where would the population at large have lived? also, what's the purpose of the open middle? seems a waste of precious cargo space, unless it's necessary for the mode of propulsion...
the logic of the r-g-y-b underground button is elusive; visually, it implies that it affects all four areas, yet I can only find changes in the green area; thus far, all buttons are toggles (on/off)
other:
the nexus area implies that there is stuff to be unlocked on the flying donut (images on non-working linking pads), yet I can find nothing to unlock; not all red buttons in nexus area are activated yet it appears I am done with Iceworld
unknowingly following Annabelle's footsteps, I was able to jump over the gate and access the yellow transport vehicle, which then (obligingly) flew right through the roof; I could get back off the transport the same way I got on, so it's not necessary to disable this "feature"; however, it's probably a good idea to disable flight if the roof hasn't yet been opened
I realize that some of my comments/questions may simply mean that I haven't completely understood or really finished Iceworld yet. So, for what they're worth...
Ainia wrote:I very much enjoyed exploring Iceworld. Since you expressed interest in feedback, here are my comments:
Thank you Ainia. I appreciate your work and your curiosity.
So see my answers on your comments
General remark: I had my logic and I built this Age following this logic. I admit reading your questions it is very difficult for the explorer to imagine my logic. If I create a new Age I will take it into consideration.
d2=denost2
blue tower: ground floor blockers still in place when elevator is gone
[u]d2: explain please[/u]
yellow ball light: visual layering problems
[u]d2:Recurrent problem of transparency. I solved a lot but some remained..[/u]
throughout: flickering layers are particuarly bad at creature cave and with journal displays
[u]d2: Ok it could happen. But in this particular case I did not observe what you mention.[/u]
throughout: can walk through many ladders at 45 degree angle
[u]d2: what ladders and what do you mean by 45 degrees?[/u]
yellow area: transport will fly through the closed roof (can be fixed by disabling flight if roof not opened; see additional comments below)
[u]d2: see answer below at the end[/u]
annoyances:
no call buttons for any transports/elevators
[u]d2: You are right. I would like to do it. It is a problem of programming. I have not the knowledge to do that.[/u]
non-working ladder in yellow machine room
[u]d2: it is normal. This space shuttle is under construction. Not completed.[/u]
island tower door can't be opened from outside
[u]d2: the logic of this world only allows the explorer to open this door from inside.[/u]
why would bridges just disappear??? (and how would this be possible logically?)
[u]d2: I think you mention the bridges after the previous island door. It is a puzzle…you must use the bridges to cross…[/u]
what is the point of the lighted ring? it appears to be a landing pad or signal
[u]d2: some actions you must do activate the light of the rings[/u]
flying donut lack of external closing doors (e.g. control room) for interstellar travel
[u]d2: right. You will have to be carefull if I create an Age with a real flight[/u]
why do we hear thunder when there is no lightning??
[u]d2: this Age is not in the human world[/u]
overall logic questions about age:
why would the builders have failed to interconnect the underground areas?
why are there so few rooms/tunnels underground? the scattered metal caps on the surface imply there is a vast underground network.
[u]d2:it is a choice of the author who preferred to oblige the explorer to run in the snow…[/u]
why would they have built transports/elevators without call buttons?
[u]D2: see technical answer previously explained[/u]
where did the flying donut come from (no hangar can be seen)?
[u]D2: the space[/u]
why are there no bodies aboard? the jhibi obviously failed to implement their mission, yet it appears people were there recently (food/drinks abound); also, it doesn't appear that they were prepared for a long journey aboard (empty hangar bays, etc.), plus where would the population at large have lived? also, what's the purpose of the open middle? seems a waste of precious cargo space, unless it's necessary for the mode of propulsion...
[u]d2: I could have some ideas but I think the imaginations of explorers would make a better work by discussing together… (open middle ??)[/u]
the logic of the r-g-y-b underground button is elusive; visually, it implies that it affects all four areas, yet I can only find changes in the green area; thus far, all buttons are toggles (on/off)
[u]d2: I think you did not write the good sequence. The good one allows you to go everywhere as written in a journal (tv screens) without cheating[/u]
other:
the nexus area implies that there is stuff to be unlocked on the flying donut (images on non-working linking pads), yet I can find nothing to unlock; not all red buttons in nexus area are activated yet it appears I am done with Iceworld
[u]d2: all red buttons are successively activated by exploring logically ICEWORLD. And so the Space Station (donut) appears. Space Shuttle will transport the explorer to the Space Station[/u]
unknowingly following Annabelle's footsteps, I was able to jump over the gate and access the yellow transport vehicle, which then (obligingly) flew right through the roof; I could get back off the transport the same way I got on, so it's not necessary to disable this "feature"; however, it's probably a good idea to disable flight if the roof hasn't yet been opened
[u]d2: this way to the Space Shuttle should not be possible. It is my fault. I am not able to imagine what could try such brave explorers. The Roof must be opened and this is a condition to open the way to go down in the big room where the space Shuttle is parked waiting for you.[/u]
d2=denost2
a=ainia
a: blue tower: ground floor blockers still in place when elevator is gone
[u]d2: explain please[/u]
a: when the elevator is upstairs and I take the shuttle to leave, then walk back and enter the ground floor, I cannot walk across the empty space where the elevator used to be (there are blockers there); I must instead walk around it just as I would if the elevator was still there
a: throughout: flickering layers are particuarly bad at creature cave and with journal displays
[u]d2: Ok it could happen. But in this particular case I did not observe what you mention.[/u]
a: I will see if I can take a fraps video to show you what I mean
a: throughout: can walk through many ladders at 45 degree angle
[u]d2: what ladders and what do you mean by 45 degrees?[/u]
a: I didn't test all the ladders in Iceworld but noticed that this was easy to do with at least some of them; when one is facing the ladder straight on, it is a 90-degree angle; if I am standing a bit to the side and facing the ladder at an angle, I found I could walk right through the ladder. the first time this happened was in the green area climbing back up from the "temple" at the bottom.
a: non-working ladder in yellow machine room
[u]d2: it is normal. This space shuttle is under construction. Not completed.[/u]
a: understood; however, the fact that it looks like it should be functional is confusing. even in the transport's unfinished state, one would expect that the builders used the ladder to access the upper level; perhaps make it look broken or put a barrier in front? otherwise it appears to be a bug.
a: island tower door can't be opened from outside
[u]d2: the logic of this world only allows the explorer to open this door from inside.[/u]
a: in the logic of the world then, why is there a second return bridge to the island? if it's not for the purpose of accessing the tower after crossing the bridge puzzle, then why is it there?
a: why would bridges just disappear??? (and how would this be possible logically?)
[u]d2: I think you mention the bridges after the previous island door. It is a puzzle…you must use the bridges to cross…[/u]
a: yes, I understand it is a puzzle and that one must cross it; the disappearing/reappearing part is what I'm questioning (the logic); are we supposed to believe that these bridge parts phase in and out of existence or are being linked in and out? There is no linking or phase shifting sound one hears there and so it seems illogical.
a: what is the point of the lighted ring? it appears to be a landing pad or signal
[u]d2: some actions you must do activate the light of the rings[/u]
a: ah, so it appears there is something I have left undone then
a: why do we hear thunder when there is no lightning??
[u]d2: this Age is not in the human world[/u]
a: fair enough; however, there is no apparent source for the sound; as on Terra, it sounds like an electrical discharge but we so no sign of one
overall logic questions about age:
a: why would the builders have failed to interconnect the underground areas?
a: why are there so few rooms/tunnels underground? the scattered metal caps on the surface imply there is a vast underground network.
[u]d2:it is a choice of the author who preferred to oblige the explorer to run in the snow…[/u]
a: ah, so you are reserving the option of building more here at a later time...
a: where did the flying donut come from (no hangar can be seen)?
[u]D2: the space[/u]
a: you are saying it was orbiting in the upper atmosphere or something then... it arrived quite quickly then considering its leisurely visual pace
a: why are there no bodies aboard? the jhibi obviously failed to implement their mission, yet it appears people were there recently (food/drinks abound); also, it doesn't appear that they were prepared for a long journey aboard (empty hangar bays, etc.), plus where would the population at large have lived? also, what's the purpose of the open middle? seems a waste of precious cargo space, unless it's necessary for the mode of propulsion...
[u]d2: I could have some ideas but I think the imaginations of explorers would make a better work by discussing together… (open middle ??)[/u]
a: open middle=the center of the donut
a: the logic of the r-g-y-b underground button is elusive; visually, it implies that it affects all four areas, yet I can only find changes in the green area; thus far, all buttons are toggles (on/off)
[u]d2: I think you did not write the good sequence. The good one allows you to go everywhere as written in a journal (tv screens) without cheating[/u]
a: I'm not sure I understand your response, perhaps it would help for me to include a screenshot then
other:
a: the nexus area implies that there is stuff to be unlocked on the flying donut (images on non-working linking pads), yet I can find nothing to unlock; not all red buttons in nexus area are activated yet it appears I am done with Iceworld
[u]d2: all red buttons are successively activated by exploring logically ICEWORLD. And so the Space Station (donut) appears. Space Shuttle will transport the explorer to the Space Station[/u]
a: so you are saying that the nexus should activate all 10 linking pads (the 9 in the cluster and the single by itself)? if so, then there are some things I didn't finish yet (good to know!) (btw, the single linking pad shows an image from the end of Somewhere, so I would expect it would link me there, right?)
a: unknowingly following Annabelle's footsteps, I was able to jump over the gate and access the yellow transport vehicle, which then (obligingly) flew right through the roof; I could get back off the transport the same way I got on, so it's not necessary to disable this "feature"; however, it's probably a good idea to disable flight if the roof hasn't yet been opened
[u]d2: this way to the Space Shuttle should not be possible. It is my fault. I am not able to imagine what could try such brave explorers. The Roof must be opened and this is a condition to open the way to go down in the big room where the space Shuttle is parked waiting for you.[/u]
a: are you saying that I wasn't supposed to be able to access the basement right away? that was the first thing I could do once I got inside the first barrier, so I'm not sure I understand what you are saying here...
a: unknowingly following Annabelle's footsteps, I was able to jump over the gate and access the yellow transport vehicle, which then (obligingly) flew right through the roof; I could get back off the transport the same way I got on, so it's not necessary to disable this "feature"; however, it's probably a good idea to disable flight if the roof hasn't yet been opened
[u]d2: this way to the Space Shuttle should not be possible. It is my fault. I am not able to imagine what could try such brave explorers. The Roof must be opened and this is a condition to open the way to go down in the big room where the space Shuttle is parked waiting for you.[/u]
a: are you saying that I wasn't supposed to be able to access the basement right away? that was the first thing I could do once I got inside the first barrier, so I'm not sure I understand what you are saying here...
anna: Accessing the basement is something that he wanted us to. He wanted us to see the shuttle and wonder how we could [u][b]climb[/b][/u] on it. The way I "climb" on it wasn't the "intended" way as I used the broken dish to get enough height then I run-jump at the right angle to land pass the railing on the shuttle. From there I was able to activate the shuttle.
@Denost: You should either move the dish or make the shuttle departure dependant on the roof opening IF you want to modify your age but that's not necessary in my mind. Not every PC can achieve the trick mentioned above. One of my PC gives me too much lag and it's impossible to stay on top of the dish.
a: blue tower: ground floor blockers still in place when elevator is gone
d2: explain please
a: when the elevator is upstairs and I take the shuttle to leave, then walk back and enter the ground floor, I cannot walk across the empty space where the elevator used to be (there are blockers there); I must instead walk around it just as I would if the elevator was still there
d2: Logically it is not possible to arrive to the elevator without having moved the blocker previously. So I think you have found a “hole” in the modelization.
a: throughout: flickering layers are particuarly bad at creature cave and with journal displays
d2: Ok it could happen. But in this particular case I did not observe what you mention.
a: I will see if I can take a fraps video to show you what I mean
d2: OK
a: throughout: can walk through many ladders at 45 degree angle
d2: what ladders and what do you mean by 45 degrees?
a: I didn't test all the ladders in Iceworld but noticed that this was easy to do with at least some of them; when one is facing the ladder straight on, it is a 90-degree angle; if I am standing a bit to the side and facing the ladder at an angle, I found I could walk right through the ladder. the first time this happened was in the green area climbing back up from the "temple" at the bottom.
D2: OK. I will take care in the future
a: non-working ladder in yellow machine room
d2: it is normal. This space shuttle is under construction. Not completed.
a: understood; however, the fact that it looks like it should be functional is confusing. even in the transport's unfinished state, one would expect that the builders used the ladder to access the upper level; perhaps make it look broken or put a barrier in front? otherwise it appears to be a bug.
D2: OK. No comment
a: island tower door can't be opened from outside
d2: the logic of this world only allows the explorer to open this door from inside.
a: in the logic of the world then, why is there a second return bridge to the island? if it's not for the purpose of accessing the tower after crossing the bridge puzzle, then why is it there?
D2: why not? For the fun or to reuse the small shuttle…
a: why would bridges just disappear??? (and how would this be possible logically?)
d2: I think you mention the bridges after the previous island door. It is a puzzle…you must use the bridges to cross…
a: yes, I understand it is a puzzle and that one must cross it; the disappearing/reappearing part is what I'm questioning (the logic); are we supposed to believe that these bridge parts phase in and out of existence or are being linked in and out? There is no linking or phase shifting sound one hears there and so it seems illogical.
D2: opening the island door has more consequences than you imagine. I do not hope to develop more here. It would be placed in a complete walkthrough which is not of my responsibility.
a: what is the point of the lighted ring? it appears to be a landing pad or signal
d2: some actions you must do activate the light of the rings
a: ah, so it appears there is something I have left undone then
D2: YES
a: why do we hear thunder when there is no lightning??
d2: this Age is not in the human world
a: fair enough; however, there is no apparent source for the sound; as on Terra, it sounds like an electrical discharge but we so no sign of one
D2: no comment
overall logic questions about age:
a: why would the builders have failed to interconnect the underground areas?
a: why are there so few rooms/tunnels underground? the scattered metal caps on the surface imply there is a vast underground network.
d2:it is a choice of the author who preferred to oblige the explorer to run in the snow…
a: ah, so you are reserving the option of building more here at a later time...
D2: May be, but not rapidly. I have another Age in construction (just beginning)
a: where did the flying donut come from (no hangar can be seen)?
D2: the space
a: you are saying it was orbiting in the upper atmosphere or something then... it arrived quite quickly then considering its leisurely visual pace
D2: OK
a: why are there no bodies aboard? the jhibi obviously failed to implement their mission, yet it appears people were there recently (food/drinks abound); also, it doesn't appear that they were prepared for a long journey aboard (empty hangar bays, etc.), plus where would the population at large have lived? also, what's the purpose of the open middle? seems a waste of precious cargo space, unless it's necessary for the mode of propulsion...
d2: I could have some ideas but I think the imaginations of explorers would make a better work by discussing together… (open middle ??)
a: open middle=the center of the donut
D2: this space station is the fruit of the author’s imagination. Could be found again in a future Age…
a: the logic of the r-g-y-b underground button is elusive; visually, it implies that it affects all four areas, yet I can only find changes in the green area; thus far, all buttons are toggles (on/off)
d2: I think you did not write the good sequence. The good one allows you to go everywhere as written in a journal (tv screens) without cheating
a: I'm not sure I understand your response, perhaps it would help for me to include a screenshot then
D2: the opening of each base must be done in a very specific order as precised in a confortable and warm room you must visit.
other:
a: the nexus area implies that there is stuff to be unlocked on the flying donut (images on non-working linking pads), yet I can find nothing to unlock; not all red buttons in nexus area are activated yet it appears I am done with Iceworld
d2: all red buttons are successively activated by exploring logically ICEWORLD. And so the Space Station (donut) appears. Space Shuttle will transport the explorer to the Space Station
a: so you are saying that the nexus should activate all 10 linking pads (the 9 in the cluster and the single by itself)? if so, then there are some things I didn't finish yet (good to know!) (btw, the single linking pad shows an image from the end of Somewhere, so I would expect it would link me there, right?)
D2: back to relto then back to Iceworld and look at the red buttons…
a: unknowingly following Annabelle's footsteps, I was able to jump over the gate and access the yellow transport vehicle, which then (obligingly) flew right through the roof; I could get back off the transport the same way I got on, so it's not necessary to disable this "feature"; however, it's probably a good idea to disable flight if the roof hasn't yet been opened
d2: this way to the Space Shuttle should not be possible. It is my fault. I am not able to imagine what could try such brave explorers. The Roof must be opened and this is a condition to open the way to go down in the big room where the space Shuttle is parked waiting for you.
a: are you saying that I wasn't supposed to be able to access the basement right away? that was the first thing I could do once I got inside the first barrier, so I'm not sure I understand what you are saying here...
D2: precise step by step detailed actions you made to arrive to the button which starts the flight of the space shuttle.