Sorry about that. That one was fixed a little while back.. 1.2 or 1.3 I think. I had no idea you couldn't serialize a table of objects (ridiculous, I do it all the time in applications I develop) in Grimrock.RMariano wrote:Me too - too many save crashes.leewroy wrote:Let me know when all the bugs are solved and I´ll try it again. I have to gave up due lack ot time to spend
[Mod] Stronghold of Daemurra
Re: [Mod] Stronghold of Daemurra
Re: [Mod] Stronghold of Daemurra
I found another problem...maybe:
SpoilerShow
On level 6, if you fall in the first hole after cleaning the three door mechanism, you go to a room on level 7 that is shaped like a face. There's a teleporter back, but you arrive just in the hole of level 6, making you fall again and again. Is that a bug or I´m missing something? Tried to find secret exists in the 7th level room with no luck.
Re: [Mod] Stronghold of Daemurra
Yes that is true, that is a bug. What you're supposed to do is close that first pit by using the button just before it. The teleporter just needs to be adjusted.leewroy wrote:I found another problem...maybe:
SpoilerShowOn level 6, if you fall in the first hole after cleaning the three door mechanism, you go to a room on level 7 that is shaped like a face. There's a teleporter back, but you arrive just in the hole of level 6, making you fall again and again. Is that a bug or I´m missing something? Tried to find secret exists in the 7th level room with no luck.
Re: [Mod] Stronghold of Daemurra
No problem. Bypased it with console help, it's just to give you a heads up
Re: [Mod] Stronghold of Daemurra
Thanks. I've adjusted it just now not only to put you in front of the button, but to face you at it :pleewroy wrote:No problem. Bypased it with console help, it's just to give you a heads up
Re: [Mod] Stronghold of Daemurra
Ok, finished the module and everything worked well for me. I have to use the console to bypass one thing, though, but I´m sure this was not a bug, just a matter of misunderstood.
That was a nice duneon, keep the good work. I'm thinking about doing one myself, but there's too much to learn before, and too little time
If you're thinking about doing another one we can talk by PM and I´d like to give you my idea, I´m almost 100% sure that you´ll like it, cause it's a thing that I never see in any module
SpoilerShow
the alcove where you have to put plants. I put one of each, as described, but no secret door opens.
If you're thinking about doing another one we can talk by PM and I´d like to give you my idea, I´m almost 100% sure that you´ll like it, cause it's a thing that I never see in any module
Re: [Mod] Stronghold of Daemurra
Yeah I had a lot of trouble with multiple-item alcoves that frustrated me. The solution to the plants:leewroy wrote:Ok, finished the module and everything worked well for me. I have to use the console to bypass one thing, though, but I´m sure this was not a bug, just a matter of misunderstood.That was a nice duneon, keep the good work. I'm thinking about doing one myself, but there's too much to learn before, and too little timeSpoilerShowthe alcove where you have to put plants. I put one of each, as described, but no secret door opens.
If you're thinking about doing another one we can talk by PM and I´d like to give you my idea, I´m almost 100% sure that you´ll like it, cause it's a thing that I never see in any module
SpoilerShow
Code: Select all
if containsItems(plantAlcove, "cave_nettle")
and containsItems(plantAlcove, "tar_bead")
and containsItems(plantAlcove, "slime_bell")
and containsItems(plantAlcove, "blooddrop_blossom")
and containsItems(plantAlcove, "grim_cap")
and containsItems(plantAlcove, "milkreed")
Re: [Mod] Stronghold of Daemurra
Ah...looks like I forgot one, that's why the damn door never opened.
Well, if you have the next one almost ready then will be easy to apply my idea. Actually my idea is not about a whole dungeon. A kind of thing that would be cool in "one room round robin" dungeon
PM sent!
SpoilerShow
It's the grim cap. I keep forgeting that it's a reagent, not just food
PM sent!
Re: [Mod] Stronghold of Daemurra
It seems the author never answered this, so I will also try get his attention.edemskicz wrote:The game crashed when I attacked Aegis´s Fang
I have exactly the same problem with "Aegis Fang". Everytime I try to attack with it (right-click on it) the game crashes to the desktop.
I read in a post here that the game was updated to v1.5 a while back, but the version on Steam is only v1.4 and that's the one I'm playing...
[string "Champion.lua"]:0: attempt to concatenate a nil value
stack traceback:
[string "Champion.lua"]: in function 'basicMeleeAttack'
[string "Champion.lua"]: in main chunk
[string "Champion.lua"]: in function 'attack'
[string "AttackPanel.lua"]: in function 'select'
[string "AttackPanel.lua"]: in function 'drawItemSlot'
[string "AttackPanel.lua"]: in function 'update'
[string "AttackPanel.lua"]: in function 'update'
[string "Gui.lua"]: in function 'draw'
[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: 8
Page size: 4096
Processor type: 586
Total memory: 8151 MB
Free memory: 4649 MB
Display device 0:
Device name: \\.\DISPLAY4
Device string: NVIDIA GeForce GTX 670M
State flags: 00000005
Display device 1:
Device name: \\.\DISPLAY5
Device string: NVIDIA GeForce GTX 670M
State flags: 00000000
Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00200008
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
Re: [Mod] Stronghold of Daemurra
I've fixed the dagger on the Steam version and will be uploading the Nexus Mods version shortly.