[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD]Toorum's Manor

Post by sapientCrow »

]Bug:
The Neutron Gun Recharger is crashing the game every time I put the empty cannon on the alcove and press the button.
copy of error log below:

Code: Select all

#script_entity_446:24: attempt to call global 'removeItem2' (a nil value)
stack traceback:
	#script_entity_446:24: in function <#script_entity_446:1>
	[string "ScriptEntity.lua"]: in function 'onMessageReceived'
	[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
	[string "MessageSystem.lua"]: in function 'broadcastMessage'
	[string "TriggerEvents.lua"]: in function 'fire'
	[string "Button.lua"]: in function 'push'
	[string "Button.lua"]: in function 'onClick'
	[string "GameMode.lua"]: in function 'mousePressed'
	[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: 8116 MB
Free memory: 4918 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: NVIDIA GeForce GTX 460M   
  State flags: 00000005

Display device 1:
  Device name: \\.\DISPLAY2
  Device string: NVIDIA GeForce GTX 460M   
  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
Last edited by sapientCrow on Fri Dec 26, 2014 5:19 am, edited 2 times in total.
User avatar
sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD]Toorum's Manor

Post by sapientCrow »

I have to put some feedback up here before I finish the mod because it has to be said.
TURN DOWN THE DAMN MUSIC!!!!!!

There are places now that you have damn near damaged my speakers and definitely from the ringing in my ears my eardrums.
The rock music for epic fights that is ear splitting and simply screeches because it is not edited and way above its proper volume is an attack on the senses.
In addition you are literally damaging the hardware on my computer.
Please remove the music or reduce the volume by a very large amount.
Or if you can post the source I will rip it out myself. Or at the very least put up a disclaimer about ear damage and speaker/headphone damage.

Maybe that was your aim?? I am perplexed...

Your Mod is masterful and epic. This music is simply horrendous and my ears are still ringing from it for the 4th time...
User avatar
Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD]Toorum's Manor

Post by Zo Kath Ra »

I need a hint.
SpoilerShow
Level 37: The Firestaff
In the room where the 4 ogres spawn when you step on a pressure plate.
To the south, there's a glass door leading into a square room, with another glass door at the end.
How do I open the first glass door?
User avatar
sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD]Toorum's Manor

Post by sapientCrow »

@ Zo Kath Ra
SpoilerShow
In that room are buttons that open the doors. They are slightly difficult to detect on that wall set. Look closer in the niche areas that open up as each of the sections open.
User avatar
sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD]Toorum's Manor

Post by sapientCrow »

Bug:
Infinite spawning scavengers in waste disposal area.
So many that if I stay too long it crashes my game. I had to turn off collision and run out of there to escape.
Multiple crashes I had to run through walls grab the orb and then run away.
this stops the mod from being able to be finished unless you use the console and cheat yourself out of the collision.
User avatar
Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD]Toorum's Manor

Post by Zo Kath Ra »

On level 13
SpoilerShow
There's an alcove with the text "I am red and protected".
I thought "he must mean a healing potion".

So I tried putting a "Grand Healing Potion" in the alcove, because by the time I reached level 13, I didn't have any regular healing potions left => nothing happened

It took me some time to figure out that you must put a *regular* healing potion in the alcove, a GHP will not work.
This is the kind of sloppy programming that really makes me hate a mod :x
User avatar
sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD]Toorum's Manor

Post by sapientCrow »

Yes I understand that one confused me too.

I also think This Mod and one other one are both masterpieces but needed some time in fine tuning to get things just right.
They still go down as masterpieces in my opinion but could of shined even greater.
User avatar
Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD]Toorum's Manor

Post by Zo Kath Ra »

sapientCrow wrote:I also think This Mod and one other one are both masterpieces
What's the other one?
User avatar
sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD]Toorum's Manor

Post by sapientCrow »

What's the other one?
Labyrinth of Lies by Akroma. I would say it is actually larger than Toorum's Manor as much of the time spent in the Manor is running kiting fighting and dodging.
Labyrinth of Lies gives much more allowance for exploration. Although there are some seriously hard fights but all of them give you room to position yourself.
Both the Manor and Labyrinth I would say are creations of brilliant minds with the non linearity and extensive and huge worlds they created as well as background.
It is unfortunate there are still some bugs in the Manor and things that could use some refinement. Never the less I have to absolutely commend the scope of it.
I really got to get around to leaving the proper review of them both in their respective threads.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

sapientCrow wrote:]Bug:
The Neutron Gun Recharger is crashing the game every time I put the empty cannon on the alcove and press the button.
copy of error log below:

Code: Select all

#script_entity_446:24: attempt to call global 'removeItem2' (a nil value)
stack traceback:
	#script_entity_446:24: in function <#script_entity_446:1>
	[string "ScriptEntity.lua"]: in function 'onMessageReceived'
	[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
	[string "MessageSystem.lua"]: in function 'broadcastMessage'
	[string "TriggerEvents.lua"]: in function 'fire'
	[string "Button.lua"]: in function 'push'
	[string "Button.lua"]: in function 'onClick'
	[string "GameMode.lua"]: in function 'mousePressed'
	[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: 8116 MB
Free memory: 4918 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: NVIDIA GeForce GTX 460M   
  State flags: 00000005

Display device 1:
  Device name: \\.\DISPLAY2
  Device string: NVIDIA GeForce GTX 460M   
  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
Hello,
thanks, I need to try it again.
please let me now if it does crash if you try this?

1°press the button without putting the neutron gun
2° place the gun
3 press the button
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Post Reply