General Dungeon Editor glitches and problems
Re: General Dungeon Editor glitches and problems
Strange:
I restarted my computer and I tried to load the same Mod "This Rotten Place" and the error was not reproduced.
But the second time my computer said about c++ runtime error. (I have c++ runtime libraries installed).
But (After restart)
Then I tried another one Mod with name "The Reeking Depths 1.4.5" from workshop. The error reproduced.
I tried many portraits. Very rare this error happens with the Mod "This Rotten Place" and constantly with the Mod "The Reeking Depths 1.4.5"
This might help you to track the problem.
I restarted my computer and I tried to load the same Mod "This Rotten Place" and the error was not reproduced.
But the second time my computer said about c++ runtime error. (I have c++ runtime libraries installed).
But (After restart)
Then I tried another one Mod with name "The Reeking Depths 1.4.5" from workshop. The error reproduced.
I tried many portraits. Very rare this error happens with the Mod "This Rotten Place" and constantly with the Mod "The Reeking Depths 1.4.5"
This might help you to track the problem.
Re: General Dungeon Editor glitches and problems
Been having some problems with the editor crashing after about half an hour of it running.
Just a Windows window pops up saying legendofgrimrock.exe is no longer responding O.o
it's making me very careful to save regularly...
Just a Windows window pops up saying legendofgrimrock.exe is no longer responding O.o
it's making me very careful to save regularly...
Re: General Dungeon Editor glitches and problems
Ok then. The "playthesound" error is my fault. It was a buggy function that I disabled and left for later. Apparently on saving, if an invalid function exists it causes the game to crash even without being used. After fixing that error, I tried again and got a new error. Upon starting my dungeon, The Reeking Depths 1.4.6 (Not on Steam Workshop yet), I quicksaved and got this:
EDIT: It happens with both saving and quicksaving
EDIT 2: "steptwo" is part of another function that is working properly.
Code: Select all
attempt to serialize function 'steptwo' with upvalues
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'saveState'
[string "GameMode.lua"]: in function 'saveGame'
[string "GameMode.lua"]: in function 'quickSave'
[string "GameMode.lua"]: in function 'keyPressed'
[string "Grimrock.lua"]: in function 'pollEvents'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
OS Version 6.0
OEM ID: 0
Number of processors: 2
Page size: 4096
Processor type: 586
Total memory: 3033 MB
Free memory: 1179 MB
Display device 0:
Device name: \\.\DISPLAY1
Device string: Mobile Intel(R) 4 Series Express Chipset Family
State flags: 00000005
Display device 1:
Device name: \\.\DISPLAY2
Device string: Mobile Intel(R) 4 Series Express Chipset Family
State flags: 00000000
Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00000008
Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008
EDIT 2: "steptwo" is part of another function that is working properly.
Code: Select all
local cntdwn = 3
function stepone()
if cntdwn == 3
then
cntdwn = 2
else
cntdwn = 3
end
end
function steptwo()
if cntdwn == 2
then
cntdwn = 1
else
cntdwn = 3
end
end
function stepthree()
if cntdwn == 1
then
cntdwn = 0
else
cntdwn = 3
end
end
function chkdr()
if cntdwn == 0
then
dungeon_secret_door_28:open()
else
dungeon_secret_door_28:close()
end
end
Last edited by McSkivv on Fri Sep 14, 2012 10:28 pm, edited 1 time in total.
Re: General Dungeon Editor glitches and problems
The error "attempt to serialize function 'steptwo' with upvalues" means that your function called "steptwo" is using local variables that are defined outsided the function.
For example,
Either use "global" variables by removing the local keyword in front of variables, or move the local variable inside the function.
EDIT: I write "global" in quotation because it's not really a global variable. All variables except locals are visible only in the scope of the script entity, so there are no user definable global variables.
For example,
Code: Select all
local myVar = 0
function steptwo()
print(myVar)
end
EDIT: I write "global" in quotation because it's not really a global variable. All variables except locals are visible only in the scope of the script entity, so there are no user definable global variables.
Re: General Dungeon Editor glitches and problems
I've posted the script that uses function steptwo() above. The local variable is contained with that script. Also, it works fine in extensive testing inside the editor.
Re: General Dungeon Editor glitches and problems
Your sample code uses a local variable that is not inside the scope of the function and hence the error. Just remove the "local" keyword and it should work ok.
Re: General Dungeon Editor glitches and problems
It worked. Thanks a heap, I would never have thought to remove the "local" bit. I thought that was what it was for. >.<
Re: General Dungeon Editor glitches and problems
Yeah, I guess we need to clarify this point in the documentation. The documentation about save games is a bit arcane at the moment. Glad that it worked.
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- Posts: 13
- Joined: Sun Jun 24, 2012 11:49 pm
Re: General Dungeon Editor glitches and problems
umm dumb noob here.. so what's the double S key you mentioned? not sure which one that is... man I feel dumb for asking.. lolpetri wrote:Do you mean the "error lines" in the preview window`? It's part of the console that can be cleared by typing "clear" in it. You can access the console by pressing the § key. You can also configure the console key in grimrock.cfg to something else if you wish.
You can change the wallset from level's properties. Right click on the level in left-hand side Project view.
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: General Dungeon Editor glitches and problems
that's a paragraph sign.
for me (German keyboard layout) the key left from "1" worked for the console.
I also have a keyboard with EN layout and what I did there was defining the key I wanted to "move forward" or something similar, then finding that key code in the config and replacing the console key with that. after that just revert the move forward and voila, console there.
for me (German keyboard layout) the key left from "1" worked for the console.
I also have a keyboard with EN layout and what I did there was defining the key I wanted to "move forward" or something similar, then finding that key code in the config and replacing the console key with that. after that just revert the move forward and voila, console there.