Beta-1.2.12 now available!
Beta-1.2.12 now available!
Friday update!
Beta-1.2.12 has 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.
If you think you have found a bug, please check that the bug is not in the Known Issues list before reporting (see below).
We're getting close to the end of beta. Please send your feedback now.
Changes since beta-1.2.11:
- added console clear button
- "bad object" error is now thrown when trying to use a destroyed entity
- when an item is consumed, it is converted to an item determined by its emptyItem property
- removed potion property (no longer needed because emptyItem can do the same thing and more)
- added "Back to Game" to File menu
- autocompletion now supports mouse selection
- bigger multiline textboxes for dungeon description, scrolls and wall texts (\n is no longer supported, use real newlines instead)
- fixed issues with copy-pasting invalid characters from an external text editor to textboxes
- added new scripting functions Item:getStackSize() and Item:getCharges()
- changed default key binding for Toggle Fullscreen to Ctrl-F (existing key bindings in grimrock.cfg are not changed)
- added cyclical table support for save games (e.g. "a = {}; a[1] = a" is now serialized properly)
- bug fix: mouse cursor gets hidden if scripting error occurs in free look mode
- bug fix: fire and poison on-screen effects are played when a fire/poison spell activates in the same square but on other level than the party
- bug fix: very long strings in textboxes crash the editor
- bug fix: crystals and torches are silent after loading a saved game
- bug fix: crash when destroying an item in response to the item being placed on a pressure plate
- bug fix: pressure plate under the party does not activate when starting a new game
- bug fix: champion order can't be changed in non-fullscreen preview window
- bug fix: when opening the automap in the small preview window, the text names of the levels are HUGE
- bug fix: very long error messages overflow from the message box area
- bug fix: map markers can't be added/removed in the small preview window
Known Issues:
- textures & sound are not reloaded even if the project is reloaded (the editor has to be restarted)
- Steam think grimrock process is still running if web browser was launched by selecting Help from menu before shutting down the game
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- 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".
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
- cloned cube crashes the editor
- setMouseItem(spawn("dagger")) and variants do not work from console (scripts work ok)
The beta 1.2.x series also fixes the following issues in the main game (the original Legend of Grimrock dungeon):
- added check for unnamed prisoners in character generation
- bug fix: mouse look does not work when standing in front of a wall tapestry
- bug fix: when importing a custom portrait, the original portrait becomes "locked" and can't be chosen for other characters
- bug fix: on screen exp indicator displays an incorrect amount of exp when killing an advanced monster with level greater than 1
- bug fix: no exp is gained if a monster is killed by Dismantler's lightning effect or Icefall Hammer's frost burst effect
- bug fix: when the cube crushes a monster, monster's death effect is played multiple times if the cube moves back and forth
- bug fix: game refuses to start if the documents folder is mapped to a network location
- bug fix: "Level up!" text above attack frames does not scale with resolution
- bug fix: tooltips are buggy in 2560x1600 resolution
- bug fix: exp is awarded to wrong characters if party marching order is changed before damage is dealt (e.g. cast fireball, reorder champions before fireball kills a monster)
Beta-1.2.12 has 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.
If you think you have found a bug, please check that the bug is not in the Known Issues list before reporting (see below).
We're getting close to the end of beta. Please send your feedback now.
Changes since beta-1.2.11:
- added console clear button
- "bad object" error is now thrown when trying to use a destroyed entity
- when an item is consumed, it is converted to an item determined by its emptyItem property
- removed potion property (no longer needed because emptyItem can do the same thing and more)
- added "Back to Game" to File menu
- autocompletion now supports mouse selection
- bigger multiline textboxes for dungeon description, scrolls and wall texts (\n is no longer supported, use real newlines instead)
- fixed issues with copy-pasting invalid characters from an external text editor to textboxes
- added new scripting functions Item:getStackSize() and Item:getCharges()
- changed default key binding for Toggle Fullscreen to Ctrl-F (existing key bindings in grimrock.cfg are not changed)
- added cyclical table support for save games (e.g. "a = {}; a[1] = a" is now serialized properly)
- bug fix: mouse cursor gets hidden if scripting error occurs in free look mode
- bug fix: fire and poison on-screen effects are played when a fire/poison spell activates in the same square but on other level than the party
- bug fix: very long strings in textboxes crash the editor
- bug fix: crystals and torches are silent after loading a saved game
- bug fix: crash when destroying an item in response to the item being placed on a pressure plate
- bug fix: pressure plate under the party does not activate when starting a new game
- bug fix: champion order can't be changed in non-fullscreen preview window
- bug fix: when opening the automap in the small preview window, the text names of the levels are HUGE
- bug fix: very long error messages overflow from the message box area
- bug fix: map markers can't be added/removed in the small preview window
Known Issues:
- textures & sound are not reloaded even if the project is reloaded (the editor has to be restarted)
- Steam think grimrock process is still running if web browser was launched by selecting Help from menu before shutting down the game
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- 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".
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
- cloned cube crashes the editor
- setMouseItem(spawn("dagger")) and variants do not work from console (scripts work ok)
The beta 1.2.x series also fixes the following issues in the main game (the original Legend of Grimrock dungeon):
- added check for unnamed prisoners in character generation
- bug fix: mouse look does not work when standing in front of a wall tapestry
- bug fix: when importing a custom portrait, the original portrait becomes "locked" and can't be chosen for other characters
- bug fix: on screen exp indicator displays an incorrect amount of exp when killing an advanced monster with level greater than 1
- bug fix: no exp is gained if a monster is killed by Dismantler's lightning effect or Icefall Hammer's frost burst effect
- bug fix: when the cube crushes a monster, monster's death effect is played multiple times if the cube moves back and forth
- bug fix: game refuses to start if the documents folder is mapped to a network location
- bug fix: "Level up!" text above attack frames does not scale with resolution
- bug fix: tooltips are buggy in 2560x1600 resolution
- bug fix: exp is awarded to wrong characters if party marching order is changed before damage is dealt (e.g. cast fireball, reorder champions before fireball kills a monster)
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- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: Beta-1.2.12 now available!
Nice....cheers fellas for all your hard work ( and listening to us )
SK![Wink ;)](./images/smilies/icon_e_wink.gif)
Edit: Did you notice my post about hidden pressure plates crashing the editor prewiew game if destroyed via lua :- plate:destroy() ???
Oh, and have a nice weekend![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
SK
![Wink ;)](./images/smilies/icon_e_wink.gif)
Edit: Did you notice my post about hidden pressure plates crashing the editor prewiew game if destroyed via lua :- plate:destroy() ???
Oh, and have a nice weekend
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Last edited by SpacialKatana on Fri Sep 28, 2012 4:47 pm, edited 1 time in total.
Re: Beta-1.2.12 now available!
*double take* *triple take*
Sa-weet!
Sa-weet!
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
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- Posts: 17
- Joined: Sat Sep 15, 2012 1:00 am
Re: Beta-1.2.12 now available!
I still miss the option in the alcove of "activated by" to avoid many scripts. Anyway thanks for this editor ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: Beta-1.2.12 now available!
In the editor, when previewing and using custom made item graphic those items will be invisible(have no graphics) while the preview is in the small mode, they show up as soon as one goes fullscreen mode.
Re: Beta-1.2.12 now available!
petri gave some good reasons not to have this here:papazombie wrote:I still miss the option in the alcove of "activated by" to avoid many scripts.
viewtopic.php?f=14&t=3083&start=20#p34126
anyway, WOW, nice progress, so many good improvements and fixes, awesome!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
Finished Dungeons - complete mods to play
Re: Beta-1.2.12 now available!
My guess is that your texture is missing mipmaps.Lilltiger wrote:In the editor, when previewing and using custom made item graphic those items will be invisible(have no graphics) while the preview is in the small mode, they show up as soon as one goes fullscreen mode.
Re: Beta-1.2.12 now available!
just noticed (but it's probably been there a while) that dungeon_wall_gratings show up as doors on the automap. This seems strange to me, having a bunch of doors on the automap that players might think they can eventually get through.
I know we can now open them like doors (which is very weird due to the bars just going up into the ceiling blocks), but prefer to leave all mine as permanent gratings like they were in the original game. Maybe they can show on the automap like secret_doors or something. Even if that wouldn't show the areas behind them, it might be a better choice than all those door symbols.
I know we can now open them like doors (which is very weird due to the bars just going up into the ceiling blocks), but prefer to leave all mine as permanent gratings like they were in the original game. Maybe they can show on the automap like secret_doors or something. Even if that wouldn't show the areas behind them, it might be a better choice than all those door symbols.
Finished Dungeons - complete mods to play
Re: Beta-1.2.12 now available!
Thanks Komag, I'll look at the automap issue on monday.
Re: Beta-1.2.12 now available!
EDIT: I managed to track down the issue and it seems to be a nasty bug
Bug: When calling functions in one script from another script, then objects created by "spawn" in the current will be marked as "bad objects" even thought they are not. So it's something in the newly added checks that does it wrong and marks objects as bad while they are not.
EDIT: It might just be I whom misunderstood how tables in lua works.
Im getting "bad object" errors on items that is removed from the inventory but not destroyed, when trying to access that item in another function, in the same function as it's removed in the reference is fine, but if i try to access that item later i get bad object.
This did not happen in earlier patches, i got the behavior that I wanted, while i suppose that you now destroy items that are removed, if so, how about adding an boolean to the "party:getChampion(n):removeItem(i)".
So if i call "party:getChampion(1):removeItem(i)" it will destroy the item as well, while if i call it like "party:getChampion(1):removeItem(i,false)" the item wont get destroyed and can be referenced throught the script later.
I only get this issue with items that i reference just before removing them, while items that i have spawn through my script i can do this without getting a bad object.
Bug: When calling functions in one script from another script, then objects created by "spawn" in the current will be marked as "bad objects" even thought they are not. So it's something in the newly added checks that does it wrong and marks objects as bad while they are not.
EDIT: It might just be I whom misunderstood how tables in lua works.
Im getting "bad object" errors on items that is removed from the inventory but not destroyed, when trying to access that item in another function, in the same function as it's removed in the reference is fine, but if i try to access that item later i get bad object.
This did not happen in earlier patches, i got the behavior that I wanted, while i suppose that you now destroy items that are removed, if so, how about adding an boolean to the "party:getChampion(n):removeItem(i)".
So if i call "party:getChampion(1):removeItem(i)" it will destroy the item as well, while if i call it like "party:getChampion(1):removeItem(i,false)" the item wont get destroyed and can be referenced throught the script later.
I only get this issue with items that i reference just before removing them, while items that i have spawn through my script i can do this without getting a bad object.
Last edited by Lilltiger on Sat Sep 29, 2012 2:28 am, edited 3 times in total.