[MOD] Prison Ward

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
eLPuSHeR
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by eLPuSHeR »

Wow. I am stucked again.

The psichodelic colours are making my eyes cry...
SpoilerShow
How do I catch the fleeing teleporter?
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bongobeat
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by bongobeat »

DesperateGames wrote:General News:

User bongobeat has pointed out before that the mod did not work on linux and mac machines due to wrong sound file formats. We have fixed this by resampling all sounds to the correct format. The new version is already uploaded into the Grimrock Nexus. I'm struggling with the steam workshop upload at the moment as it gives me "Server busy" messages. I will update this post / the original post again once it is available in the steam workshop as well.
Thanks! downloaded the new version! :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Hello elPuSHeR,

Don't worry, the colors will be over soon. ;) You know the drill:

**Edit: Added video walkthrough to "solution" spoiler.

Hint 1:
SpoilerShow
The teleporter will always try to keep 2 fields away from you. If you look at the room, you might notice that there is only one spot where the teleporter might not be able to flee from you...
Hint 2:
SpoilerShow
There is one field quite in the middle of the room that has 3 walls on the side, and is illuminated in blue / cyan. It looks somewhat like this on the map:

|______
- | x|

You need to drive the teleporter towards the little room marked with "x" to catch it.
Hint 3:
SpoilerShow
If you push the telporter to the outer walls of the room, you will have a hard time to get it away from the wall again. UNLESS you are chasing it counter-clockwise (when the outer wall of the room is on the right side of you while you look at the teleporter). If you chase him like this, there will be an area were the teleporter has to move away from the wall. If you plan your steps carefully now, you should be able to slowly direct him to the target room where he cannot run away anymore. There are actually multiple solutions how to do this, but the most important thing is to get the stupid teleporter away from the outer walls.
Solution:
SpoilerShow
Video Walkthrough: http://www.youtube.com/watch?v=vhRW1B_BR14

Textual description:
Chase the teleporter counter-clockwise in the upper left (north-west when looking on the map -> tabulator key) corner of the room. Walk carefully now! If you follow him counter-clockwise the telporter will be pushed against a wall. The teleporter should make two steps to the left to evade you. Now you need to go back into the upper left corner and make two steps to the left (speaking of your character that looks to the south in this moment) so you are aligned with the teleporter in front of you. Now make two steps forward. Now the teleporter stands in front of an entrance to the middle of the room. You now have to come from the right-hand side to push the telporter two steps into the middle room. Now you have to come from south and walk towards the single wall to push the telporter further into the direction of the target room. Now you should be able to walk into the middle room, line up with the teleporter, and push it into the target room.

As I had written this down now, I noticed that this is very hard to follow, that's why I created the wlkthrough.
Last edited by DesperateGames on Tue Oct 22, 2013 7:29 pm, edited 2 times in total.
minmay
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by minmay »

Error during the
SpoilerShow
Shrakk Torr boss fight:
Image
After reloading I was able to complete it just fine, however.
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Hello minmay, thanks for posting this and playing through the mod! I hope you liked the ride. ;)

I had a look at the error message you have provided and I am confused as the function that is mentioned there is actually very simple:
SpoilerShow
The only thing it does is to store the monster's position in global variables and then starts a timer, which makes the teleporter appear after the Shrakk Torr bossfight. It is just 3 lines long.
I can't think of a way how to fix this at the moment, as for all our playthroughs before testing the mod this did not appear, so the code seems to be OK in general. If this gets reported again, I might think of a diferent way how to do this to prevent the error, for example:
SpoilerShow
Create the teleporter in a fixed location on the way out of the "dark" dungeon.
JimBob
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by JimBob »

Error on Level 3 when trying to save game after collecting fire bombs from the store.
SpoilerShow
script_entity_33: cannot serialize table 'item' with metatable
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'saveValue'
[string "ScriptEntity.lua"]: in function 'saveState'
[string "GameMode.lua"]: in function 'saveGame'
[string "SaveGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586

Total memory: 8168 MB
Free memory: 5847 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 560 Ti
State flags: 00000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 560 Ti
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

Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Hello JimBob, thanks for posting the error message! I think you might have continued from a savegame that was created using a previous version of the mod. I have uploaded a corrected version (Version 1.2 in dungeon description) to steam workshop and the grimrock nexus at October 21, around 1 am CET (GMT+1). If you have started your game earlier with an older version, chances are that the savegame still uses an older part of the game logic which is why you still get this error even it is already fixed. There are two ways to deal with this:

Way 1: (a little spoilerish):
SpoilerShow
You don't necessarily need to use the bomb generator. You should be able to do this with the inital four bombs if you are careful and don't accidentally throw them at monsters. If you still have a savegame at the beginning of the dungeon.
Way 2: I just sent you a personal message on this forum with a dirty little secret :twisted:
bongobeat
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by bongobeat »

Have passed the second level, good work with your ghost torchs master! :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
eLPuSHeR
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by eLPuSHeR »

I have just finished this AWESOME mod. I have enjoyed it inmensely but sometimes I felt like killing its author :mrgreen:
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Good to hear that the mod is working now on your mac bongobeat 8-) And thanks for the nice feedback, you will enjoy the coming levels even more!

Thanks for sticking with the mod until the very end despite you have been stuck in some spots, eLPuSHeR! I take the "killing its author" part as a compliment... :D
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