General Dungeon Editor glitches and problems

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takis76
Posts: 78
Joined: Wed Apr 04, 2012 4:01 pm
Location: Athens - Greece

Re: General Dungeon Editor glitches and problems

Post by takis76 »

This is not exactly a bug , but is not necessary , when you are creating one dungeon with wallset (Dungeons) on the second level (I test it on the second level) all walls have roots and all wall decorations have roots in all squares. So this might be better the default walls to be clear without roots and you put manually the root decoration in each wall you want.

Nice Idea?
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Shroom
Posts: 98
Joined: Tue Mar 27, 2012 6:37 pm
Location: UK

Re: General Dungeon Editor glitches and problems

Post by Shroom »

Emciel wrote: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...
I had this happen if I left the preview running constantly - Stop it and that seemed to help
McSkivv
Posts: 30
Joined: Wed Sep 12, 2012 12:46 am

Re: General Dungeon Editor glitches and problems

Post by McSkivv »

I'm getting a crash error while working on an intro cinematic. Here is the crash log:

Code: Select all

[string "CinematicMode.lua"]:0: File not found: assets/textures/blackbackground.dds
stack traceback:
	[C]: in function 'load'
	[string "CinematicMode.lua"]: in function 'showImage'
	[string "CinematicMode.lua"]: in main chunk
	[string "CinematicMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]
and here is the intro.lua script:

Code: Select all

enableUserInput()
startMusic("assets/samples/music/intro.ogg")

showImage("assets/textures/cinematic/intro/blackbackground.tga")
fadeIn(2)

-- show the title text
sleep(1)
setFont("IntroTitle")
showText("The Reeking Depths", 3)
sleep(2)
fadeOutText(1)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[In those days when I was just a small boy there was an event most singular.]])
click()
fadeOutText(0.5)

textWriter([[On October the 14th of the year 1252 fifteen villagers disappeared from their homes; stolen away in the night.]])
click()
fadeOutText(0.5)

textWriter([[Men from all around combed the countryside looking for their loved ones.]])
click()
fadeOutText(0.5)

textWriter([[Tonight I shall tell you the tale of four such men, who found what they sought, yet more than they expected.]])
click()
fadeOutText(0.5)

textWriter([[The tale of the Reeking Depths.]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)
blackbackground.tga is located at Almost Human\Legend of Grimrock\Dungeons\The Reeking Depths\mod_assets\textures. I also have tried showImage("assets/textures/blackbackground.tga")
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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

Post by Montis »

I think the file must actually be a dds file but refered to as tga in the script.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
McSkivv
Posts: 30
Joined: Wed Sep 12, 2012 12:46 am

Re: General Dungeon Editor glitches and problems

Post by McSkivv »

Well, on the cinematics tutorial in the modding section, it said to use a .tga file. Perhaps when you export a dungeon, the tga is compressed to a .dds?
Whalefish
Posts: 15
Joined: Fri Mar 30, 2012 5:51 pm

Re: General Dungeon Editor glitches and problems

Post by Whalefish »

Grimrock.exe crashes when I'm using the editor. Sometimes it happens when I'm away from computer (and computer is idle), sometimes when I'm using the editor. I've had so far 5 crashes in few hours.

This is the windows error report:

Ongelman tunniste:
Ongelmatapahtuman nimi: BEX
Sovelluksen nimi: grimrock.exe
Sovelluksen versio: 0.0.0.0
Sovelluksen aikaleima: 504f405e
Vikamoduulin nimi: XAudio2_7.dll_unloaded
Vikamoduulin versio: 0.0.0.0
Vikamoduulin aikaleima: 4c0641e5
Poikkeuksen poikkeama: 746da5e0
Poikkeuskoodi: c0000005
Poikkeustiedot: 00000008
Käyttöjärjestelmän versio: 6.1.7601.2.1.0.768.3
Aluekohtaisten asetusten tunnus: 1035
Lisätietoja 1: 0a9e
Lisätietoja 2: 0a9e372d3b4ad19135b953a78882e789
Lisätietoja 3: 0a9e
Lisätietoja 4: 0a9e372d3b4ad19135b953a78882e789
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Emciel
Posts: 34
Joined: Fri Sep 14, 2012 2:19 am

Re: General Dungeon Editor glitches and problems

Post by Emciel »

Shroom wrote:
Emciel wrote: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...
I had this happen if I left the preview running constantly - Stop it and that seemed to help
hasn't seem to help me at all :(
it does seem to crash much faster if i keep running the preview, but even if i stop/don't even use the preview it'll still crash at some point.
if anything it seems to be getting more frequent? but that might just be me getting more and more annoyed...
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Shroom
Posts: 98
Joined: Tue Mar 27, 2012 6:37 pm
Location: UK

Re: General Dungeon Editor glitches and problems

Post by Shroom »

Yeah after using it (a lot!) more I can say that it does happen when I am doing nothing or reading a web page on other screen etc. When I am busy, it seems to crash far less often! Is this an in built work ethic :shock: Create mod or I will destroy everything!!

Anyway, I hate you all for making something so good and damned addictive ;)
Ixnatifual

Re: General Dungeon Editor glitches and problems

Post by Ixnatifual »

petri wrote:
Komag wrote:Minor issue - when opening the automap in the small Preview window, the text names of the levels are HUGE, because they are the same size as when full-screen
Thanks for the bug report!
Komag wrote:medium issue - how can I get rid of random floor dirt or wall vines that show up when building, such as dirt that is just floating there in the air over a stairs_down? (this is not dirt that I placed manually, but just the random dirt that appears)
Wall plants are part of the dungeon wallset. Would this be ok for you if the plants wouldn't be placed in stairways or do you want to get rid of them altogether? Currently the only way to fix this with beta-1.2.6, I think, is to use another wallset or define a new wallset that uses dungeon wallset graphics.
I'm having this same issue with stairs going up as well as down. Obviously you shouldn't get rid of plants altogether in the wallset, but if you can get rid of them at the stairs that would be great.

Here's an image demonstrating the issue.
Image
petri wrote: I think I'm starting to overflow with bug reports. Any volunteers who could help tracking down and organizing lists of known issues, repro cases etc.? :) That would be a big help!
I suggest making specific forum boards for bug tracking. One forum being a "Bug submissions" forum where a new thread can be started by any user when a new bug is found. Duplicate reports of the same bug can be closed. When you've fixed a bug, you can then move the thread to the second forum, the "Closed bugs" forum. This way both you and we can follow the status on known bugs. Non-AH users wouldn't be able to create new threads in the "Closed bugs" forum, although posting in existing threads might be alright.

Thumbs up overall for the editor so far. I can see myself toying around with this for a long time.
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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

Post by Montis »

not sure if this is a bug or not but when you use

Code: Select all

example_lever:setLeverState("activated")
it doesn't trigger the "activate" event of the lever
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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