[MOD] Demiosis Domain

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate »

Hahahaha hoooo myyyy I've lulzed so hard when ive seen the pictures =P BUT, I've found and fixed the problem! Good find Minmay, tell me if you find something else out of the ordinary =P. New version will be out at midnight east time!

I sooooo imagine my dungeon lord doing his routine dungeon inspection and be like"What in the hades?! someone stole... my spikes??"
minmay
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Re: [MOD] Demiosis Domain

Post by minmay »

Okay, some more serious bugs:
- Removing the ruby from its slot in level 11 causes an attempt to index nil value 'cultist_13'.
- In the first part of level 12, after pulling down all the levers, pulling one up causes an attempt to index nil value 'cultistchants_1'.
- In level 1, in the part where you enter a combination with levers, moving them after providing the correct combination causes an attempt to index a nil value whose name I don't recall and I'm not going to go check because I really need to go to bed.
If you have some common framework for these sort of puzzles then I suspect this happens in other places too.
Inspiredhate
Posts: 55
Joined: Mon Aug 26, 2013 9:10 pm
Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate »

ok all fixed, tell me if you find anything more
Inspiredhate
Posts: 55
Joined: Mon Aug 26, 2013 9:10 pm
Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate »

V1.7 Fixes!:

Bugs:
Fixed a crash on floor 1,11 and 12 when you would mess with an already completed puzzle.
Fixed spike floors, you can't pick them up anymore but i do concede that this was funny as hell ^^ ''

Misc:
Modified the end trigger on floor 8 to allow more exploration before resuming with the other floors.
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Fagris
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Location: germany

Re: [MOD] Demiosis Domain

Post by Fagris »

Found an issue possibly.
on the first level if any throwing weapons (i.e. shuriken and thr. knife) are thrown at that colourful door (with the blue and rem gems on it)
they are soaked up by the door (= simply disappear)
If later the door is opened you can't find the thrown trhowing weapons as well so they're lost.
A little pity as in the beginning every weapon is needed that can be found ;-)
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Dr.Disaster
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Re: [MOD] Demiosis Domain

Post by Dr.Disaster »

Fagris wrote:Found an issue possibly.
on the first level if any throwing weapons (i.e. shuriken and thr. knife) are thrown at that colourful door (with the blue and rem gems on it)
they are soaked up by the door (= simply disappear)
If later the door is opened you can't find the thrown trhowing weapons as well so they're lost.
A little pity as in the beginning every weapon is needed that can be found ;-)
The items are not soaked up. They fly right thru this door like thin air so you should be able to find the items further ahead on the floor.

This seems to be an issue with the door itself since i could verify it in the editor within germanny's own demo dungeon.
Inspiredhate
Posts: 55
Joined: Mon Aug 26, 2013 9:10 pm
Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate »

hurmmm seems to be a problem with the model itself since the defined object dosen't have any kind of options to have items go trough.. ill replace this door type with another one that items can't go trough... Its a shame, I liked this door desing =(, ofc if some1 know how to fix this kind of problem or have the model of this door that actually work properly please tell me.
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maneus
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Re: [MOD] Demiosis Domain

Post by maneus »

Inspiredhate wrote:hurmmm seems to be a problem with the model itself since the defined object dosen't have any kind of options to have items go trough.. ill replace this door type with another one that items can't go trough... Its a shame, I liked this door desing =(, ofc if some1 know how to fix this kind of problem or have the model of this door that actually work properly please tell me.
Look at my post here:
viewtopic.php?f=14&t=5165&start=20#p63120
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Dr.Disaster
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Re: [MOD] Demiosis Domain

Post by Dr.Disaster »

Inspiredhate wrote:hurmmm seems to be a problem with the model itself since the defined object dosen't have any kind of options to have items go trough.. ill replace this door type with another one that items can't go trough... Its a shame, I liked this door desing =(, ofc if some1 know how to fix this kind of problem or have the model of this door that actually work properly please tell me.
I'd say let germanny fix this bug and the "can't reach thru his portcullis" flaw i already told him about. Once that's fixed all you need to do is update his stuff in your mod and not need to fumble in some workaround. After all this stuff is not soo critical that it prevents people from playing.
Inspiredhate
Posts: 55
Joined: Mon Aug 26, 2013 9:10 pm
Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate »

at least ill try but DAMN this Grimrock model tollkit is something... It will take a while for me to figure out how its work but i mean QUITE a while... also if some1 could find me a tutoria lfor doors only it would help greatly... im not in a mood to learn how entire modelling work to be honest...

Edit: Well, i cant seem to be able to edit the middle part "the bound settings" of this specific door in the GMT... If some1 could help me with that it would be appreciated...
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