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Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Thu Nov 13, 2014 6:37 pm
by Scotty
I do want to avoid putting a crystal mid way through, to keep the whole one attempt and start on a new dungeon if you die. I could up the amount of resurrection potions, at the moment they're quite rare and only appear in chests.
I'll add a bunch more armour sets when I get a chance tomorrow.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Thu Nov 13, 2014 9:24 pm
by Drakkan
Scotty wrote:I do want to avoid putting a crystal mid way through, to keep the whole one attempt and start on a new dungeon if you die. I could up the amount of resurrection potions, at the moment they're quite rare and only appear in chests.
I'll add a bunch more armour sets when I get a chance tomorrow.
yes definitely some armours are good idea. I met spider which killed both my tanks with one attack :/
as for the crystal . what about giving as default one healing shard in the starting bag ? Should help a lot.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Nov 18, 2014 12:02 am
by sirashton
get an error when trying to take anything from an item room
mod_assets/scripts/library.lua:14: attempt to concatenate local 'l' (a nil value)
stack traceback:
mod_assets/scripts/library.lua:14: in function <mod_assets/scripts/library.lua:12>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Item.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Nov 18, 2014 8:43 am
by Scotty
sirashton wrote:get an error when trying to take anything from an item room
mod_assets/scripts/library.lua:14: attempt to concatenate local 'l' (a nil value)
stack traceback:
mod_assets/scripts/library.lua:14: in function <mod_assets/scripts/library.lua:12>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Item.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
I'm having trouble replicating this bug. Was there anything strange about the room? Did all 6 altars spawn in right?
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Nov 18, 2014 4:55 pm
by sirashton
Scotty wrote:
I'm having trouble replicating this bug. Was there anything strange about the room? Did all 6 altars spawn in right?
ye all 6 had items on them it happened 3/3 times now
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Thu Nov 20, 2014 7:32 pm
by Curak
Hey there, I had the same crash bug with the "Choose Wisely" item room, and have avoided it since. So not much help here, but I can verify its not just one person.
Slight texture/clipping Issue with something being inside the stairs but that might be hard to fix with random gen.
Other than that its pretty cool, I did the short run and everything else worked well. You get alot of xp from mobs, so I was level 8 or something by the end of floor 4. So if thats true in the longer runs you will be way over leveled.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Fri Nov 21, 2014 6:12 am
by Scotty
I've still been unable to replicate that crash or find the issue. If anyone who's had the crash could answer any of these questions, it would help hugely!
Steam Workshop or Nexus Mods?
Which version number?
Did you load a saved game at any point prior to the crash?
Would it only sometimes crash at an item room or would it happen at every single one?
Which dungeon length?
Is it always the "attempt to concatenate local 'l' (a nil value)" error?
Thanks
Edit: I'll also just paste the relevant script here, see if anyone can spot anything wrong with it.
When the altars are spawned in, they get an onremoveitem connector:
Code: Select all
spawn("altar", level_index, herei, herej, layout[(j*7)+i+1] - 5, 0, altar_ID)
spawn(item_room_list[selected_item], level_index, herei, herej, 0, 0, altar_item_ID)
item_room_altars[store_string][altar_count] = altar_ID
altar_count = altar_count + 1
findEntity(altar_ID).surface:addItem(findEntity(altar_item_ID).item)
findEntity(altar_ID).surface:addConnector("onRemoveItem", "library", "itemRoomDelete")
and the itemRoomDelete function itself:
Code: Select all
function itemRoomDelete(altar, chosen_item)
local x,y,f,l = altar.go:getPosition()
local s = "floor" .. l
if item_room_active[s][1] == true then
for i = 1, 6, 1 do
removeItemsFromSurface(findEntity(map_generation.script.item_room_altars[s][i]).surface)
end
playSound ("generic_spell")
item_room_active[s][1] = false
end
end
So the error message would imply that this line: local x,y,f,l = altar.go:getPosition() isn't grabbing 'l' correctly.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Fri Nov 21, 2014 6:55 am
by minmay
GameObject:getPosition() returns only the x position in some circumstances in 2.1.17, if you update to 2.1.18 it should fix the issue.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Fri Nov 21, 2014 7:03 am
by Scotty
minmay wrote:GameObject:getPosition() returns only the x position in some circumstances in 2.1.17, if you update to 2.1.18 it should fix the issue.
You legend!!! I'll put the requirement up.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Fri Nov 21, 2014 8:58 am
by minmay
So I've played this a while and I'd like to make a suggestion: make the levels smaller, and ideally, more connected. You generally want to explore the whole level so they end up with a lot of backtracking. If the generator only used, say, 24x24 squares instead of 32x32 this would be greatly improved. If the stairs are too easy to find that way you can always e.g. add levers elsewhere on the level that need to be pulled to open them, so that the player has to explore a larger percentage of the level.
edit: I reached floor 5 in marathon mode and nothing shows up on my map. PgDn gets me the floor 4 map but there's nothing on level 5. Clicking the "center party" button takes me to a spot on the map but it's still completely blank. The problem persists on floor 6 but my map works again on level 7.