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Discotheque Of Doom 2.1 - coming soon - Printable Version

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Discotheque Of Doom 2.1 - coming soon - aquaMat - 12-13-2007

After finding solutions for the problems discussed in
Talk >Problems with older custom graphics mansions (DoD)
I announce the arrival of:

Discotheque Of Doom 2.1

In this update it is no longer necessary to swop any graphic files. You can experience DoD easier than ever before.... only the supplied music files should be put into Game Data >Music (provided you don't have them already) and off you go !

A good reason to re-play DoD !

PS: I have sent all necessary files to Freddy yesterday, and I'm sure he will release it very soon.

(Version-number completed by Freddy)


Re: Discotheque Of Doom 2 - coming soon - Freddy - 12-15-2007

Version 2.1 is downloadable now. Smile The only file swopping that is left, is the dragging of 5 music files. Makes MM-life much easier!

About the downloading:
1° since the zipfile has a size of 16 MB, the downloading will take several minutes;
2° in the DoD-folder you get, after unzipping, a read-me-first file explains how to do the file swopping.


Re: DoD > Discotheque Of Doom 2.1 - coming soon - Toybox - 12-17-2007

I'm started replaying DoD, and there is this little detail which puzzles me. Sometimes you exit a room with music and enter a silent zone, but when you come back into the previous room the music doesn't start again. (I didn't note down the room numbers :-[) Maybe it would be nice to amend this?

(It is terrific music by the way 8-))


Re: DoD > Discotheque Of Doom 2.1 - coming soon - aquaMat - 12-18-2007

First of all, thanks for the compliments on the music, Toybox.

The effect you notice is due to the way music is handled within the game (which can sometimes work to one's advantage and sometimes not.....).

In any given room you can decide whether music is OFF, or ON (in this case the ID determines WHICH music file is played, OR (by choosing ID 0) you can determine that no change will occur (compared to the room before).

This way it can happen, that - say - in room A music file 1 is playing, next is room B, where there is NO CHANGE selected (music 1 keeps playing), and a third room, room C is silent.
If you now return to room B, from room C, music has been set to
Silence
and when you return to room B NO CHANGE will occur, resulting in room B being silent (even if it was not when you entered it coming from room A).

Hope that was clear enough ?!

On top of that, as a change in music sadly results in a visible delay when entering a room, selecting NO CHANGE is often preferrable.



Re: DoD > Discotheque Of Doom 2.1 - coming soon - Toybox - 12-18-2007

Yes, I know how the music changes work (I had quite a few problems in, I think, Dragon's Trap Undecided). And I agree that both methods, restarting the music or keeping the silence, have their pros and cons.

But it was a bit frustrating to have the nice custom music and then to lose it because I popped in somewhere to have a peek in a neighbouring room. Obviously, it means I should play more carefully next time Wink (Not to mention finding only 80% secrets!)

I would also like to complain about the zapper beams in rooms 20719 and 20906, although it means I am much more skilled now :Smile Mostly, I miss a saving point close before :-[

Also, in 20906, there might be some little problem with one zapper beam not corresponding to a coloured-ball-brick. (I'm not sure, it needs checking).


Re: DoD > Discotheque Of Doom 2.1 - coming soon - aquaMat - 12-19-2007

Dear Toybox,

I agree that the zappers in the rooms you mentioned are kinda tough, but they are manageable (even if only after a bit of rehearsing  Wink).

I spent quite some time finetuning those zappers, and you can be sure that there's nothing there left to accident or chance.....

Room #20719:
As usual watch carefully before you make your move! Especially the third
zapper block
is tough.....  try to get in the groove.....!

Room #20906:
Well.... what shall I say.... Wink   Here you picked indeed the toughest zapper room (in fact only Psychotronics thunderstorm strikes me as more vicious).... but, again, once you've figured out what the groove is (there's a method to that madness) you will make it.

However, even I still lose lives there (after I haven't played for a while)....but as a hint: there is 1 certain point in the rhythm of the zappers where you should start to jump
upwards
(>to the balcony), and that point usually looks as if it's too early.... (did you understand that hint ??).

BTW: There's no error in that room..... every zapper gets turned off (and back on again) at exactly the time and place where I wanted it to happen.... and - in case you don't already know that - I'm sorry to report: you will have to go through that room again (!!)....but before the second time there's a saving point, so that's a small
compensation
......

PS: In case you didn't know: I don't like zappers very much either....so room 20906 is very un-typical for me....! (I probably deliberately buoilt something in to frustrate myself Big Grin Wink )


Re: DoD > Discotheque Of Doom 2.1 - coming soon - Toybox - 12-19-2007

aquaMat wrote:
Room #20719:
As usual watch carefully before you make your move! Especially the third
zapper block
is tough..... try to get in the groove.....!

The first time I tried to go through the room, I lost all my Jacks in the first zapper blocks :-[ The next time, I could pass them almost without stopping, and the third block did it :'(

And then I finally managed. Expertise comes with rehearsing 8-)

aquaMat wrote:
Room #20906:
Well.... what shall I say.... Wink Here you picked indeed the toughest zapper room (in fact only Psychotronics thunderstorm strikes me as more vicious).... but, again, once you've figured out what the groove is (there's a method to that madness) you will make it.

I never got through the Thunderstorm :o

aquaMat wrote:
However, even I still lose lives there (after I haven't played for a while)....but as a hint: there is 1 certain point in the rhythm of the zappers where you should start to jump
upwards
(>to the balcony), and that point usually looks as if it's too early.... (did you understand that hint ??).

Yes, I found the point finally. Looking too early describes it very accurately [smiley=tekst-toppie.gif]

aquaMat wrote:
BTW: There's no error in that room..... every zapper gets turned off (and back on again) at exactly the time and place where I wanted it to happen.... and - in case you don't already know that - I'm sorry to report: you will have to go through that room again (!!)....but before the second time there's a saving point, so that's a small
compensation
......

Maybe the decoration felt misplaced. I think the zapper starts one brick to the right of the little coloured ball. Then again, maybe not.

aquaMat wrote:
PS: In case you didn't know: I don't like zappers very much either....so room 20906 is very un-typical for me....! (I probably deliberately built something in to frustrate myself Big Grin Wink )

Who likes zapper beams anyway? Wink
I usually force myself to include a few in my mansions, because you have to, but it makes me feel a bit guilty Big Grin


Re: DoD > Discotheque Of Doom 2.1 - coming soon - aquaMat - 12-19-2007

I didn't ever get through that thunderstorm (completely), neither !! Sad


Re: DoD > Discotheque Of Doom 2.1 - coming soon - Toybox - 12-19-2007

Legend has it that once you pass the first room it becomes comparatively easy.

Ah, we should have suggested as a new feature some sort of Faraday Helmet, to get through zapper beams unscathed. Or a magic [smiley=vrolijk_1.gif]


Re: DoD > Discotheque Of Doom 2.1 - coming soon - Toybox - 12-19-2007

Eighty percent? EIGHTY PERCENT? But but but.... I have found at least a thousand of them! How many were hidden in this mansion? Could it be linked to those huge black areas I had in the map at the end? Wink

[smiley=bath.gif]