Beta-1.2.8 has just been sent to Steam. The update should be available in a few hours and update automatically. If Steam has problems updating the build you can try restarting the Steam client and clicking on Verify Integrity of Game Cache in Legend of Grimrock / Properties.
It is important that all testing happens with the latest version. Please check that beta-1.2.8 is displayed in the main menu.
This build has much stricter error checking that the previous one, especially when defining new assets and when saving the game. These checks hopefully help in finding scripting bugs. They may also reveal scripting errors in mods which may have seemed to function properly. Mod authors are adviced to test their mods with the latest build and fix any errors.
If you think you have found a bug, please check that the bug is not in the Known Bugs list before reporting (see below).
Thanks to everybody for relentless testing! Have fun!
Changes since beta-1.2.7:
- added error checking for defineObject() and cloneObject() parameters
- added "activate always" for altars
- coordinates of current tile is displayed in status bar
- wall plants are no longer automatically placed with dungeon wallset
- added stricter error checks for script variables which cannot be saved to save games
- global tables of script entities are now saved to save games
- starting the preview now complains about function upvalues (they are not supported and are treated as scripting errors)
- script entity's variables and functions can be accessed from other scripts (e.g. script1.activate("test", 42) would call the function "activate" in script1 with args "test" and 42, and script1.foo would return the value of global variable "foo")
- bug fix: monster spawners spawn monsters on occupied cells
- bug fix: connectors don't work across levels
- bug fix: various crashes if an item is initially placed on a pressure plate
- bug fix: setMouseItem() crashes if called with an invalid argument
- bug fix: nothing happens when a spawner or spawn() is used to spawn a monster group
- bug fix: if the party dies while free look is active, mouse cursor gets hidden
- bug fix: Toorum's Thunderstruck talent does not work
- bug fix: starting preview leaks memory and eventually crashes the editor
Known bugs:
- when you add an element by right clicking on the map, several entities are added
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- choose dungeon dialog has a "Delete" button instead of "Unsubscribe" for Workshop mods that have been subscribed to while the game is running
- initial window size isn't quite right when going from native full res to windowed mode
- when opening the automap in the small preview window, the text names of the levels are HUGE
- pasting text with newline characters to a singleline textbox causes part of the text to disappear
- if you give setMouseItem() an item that's placed already somewhere on the level, and then player tries to place that item on the ground, the game crashes "item is already placed".
- crash if party falls into a "double pit" (two pits over each other) and there is no level below the last pit
- crash when killing last character with a onUseItem hook
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
Beta-1.2.8 now available!
Re: Beta-1.2.8 now available!
I also wrote a new tutorial for the modding documents. It tells you how to create spider eggs that hatch into spiders when they are destroyed by using scripting hooks. Also how to access functions in other scripts and how to pass parameters to them is covered (a new feature). Check it out:
http://www.grimrock.net/modding/how-to- ... ider-eggs/
http://www.grimrock.net/modding/how-to- ... ider-eggs/
Steven Seagal of gaming industry
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: Beta-1.2.8 now available!
Amazing, thank you so much 

A trip of a thousand leagues starts with a step.
Re: Beta-1.2.8 now available!
What doesn't upvalues work, I used them before the update and they did seem to work fine.
Did something change when you made the the scrips able to call each other that prevents their usage, or where I blind to the issues it causes?
Did something change when you made the the scrips able to call each other that prevents their usage, or where I blind to the issues it causes?
Re: Beta-1.2.8 now available!
Upvalues were never stored in save games causing all kinds of subtle bugs. Just use globals or locals defined inside functions and you should be fine.Lilltiger wrote:What doesn't upvalues work, I used them before the update and they did seem to work fine.
Did something change when you made the the scrips able to call each other that prevents their usage, or where I blind to the issues it causes?
Re: Beta-1.2.8 now available!
Now that we can access variables across scrips, is there a way to add/load an external script.
I tried some stuff with the init.lua but couldn't get it to work.
It would be quite handy to be able to add generalized global external scripts that we could share, like modules/libraries.
I tried some stuff with the init.lua but couldn't get it to work.
It would be quite handy to be able to add generalized global external scripts that we could share, like modules/libraries.
- Scorcher24
- Posts: 34
- Joined: Thu Apr 12, 2012 8:32 am
Re: Beta-1.2.8 now available!
Did you guys see my request about the /editor switch for the executable?
Hope it makes it into one of the next builds
.
Would be so nifty to be able to start the editor directly via a shortcut.
Hope it makes it into one of the next builds

Would be so nifty to be able to start the editor directly via a shortcut.
Re: Beta-1.2.8 now available!
Some great fixes - Thank you all for the effort your putting into this.
Re: Beta-1.2.8 now available!
that would be nice, but definitely not a big priority right now when there are many actual problems to deal with first. If you haven't already, add it to the EDITOR wishlist thread for future reference:
viewtopic.php?f=14&t=3077&start=40
viewtopic.php?f=14&t=3077&start=40
Finished Dungeons - complete mods to play