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Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Wed Feb 26, 2014 1:06 am
by lexdr
Hey, you increased numbers and levels of monster since the last release, isn't it? ;)
Regarding monster, as far as they are configured as guards, you can get around them and smash their back without been seen...
Perhaps you should change their state and add blokers to control their moves.

My prefered spell is definitely...
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the throwing knives!

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Wed Feb 26, 2014 4:18 am
by akroma222
Banaora-
This was a silly mistake I did not clean up before exporting... please use the console to open the door to the dig site
I left the mine ore there to test, did not change the accepted items for receptor alcove and then didnt test it!!
What a silly bugger I am :oops:

Lexdr-
Yes I altered the monster positions and levels a little... my favourite is Blades too... upgrade to Shrapnel Blast!!!

JimBob, glad you got it working :D

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Wed Feb 26, 2014 8:38 am
by Banaora
Hey Akroma,

hehe, I don't know how to open doors with the console, but I know how to teleport and that's what I did. I jumped down one of the several pits and was greeted by lots of mummies who strangely and luckily for me did not do any damage to my party as they seem to miss every hit. I was not too sad about that because in the labyrinth there is no space to move around them.

The most interesting thing I found down there was a Gaia Gateway which I gladly used to get rid of the chasing ogres. There are several things I find weird about the earth elemental plane:
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- In the Gaia section I'm in now I could not find a way to open the Gaia exit back up. But I found a button behind rubble and a lever that both toggled the gate opposite of the Gaia exit gate. Is this intended to have two seperate mechanisms do the same thing?
- Further in I failed to deactivate the teleporters, maybe this is for later. But I could activate several rolling stone traps. One trap was particularly mean as I felt trapped in a dead end with a huge stone rolling towards me. I discovered the secret button just a little too late to open the gate behind me. As the stone hit me, the game crashed.
- Somehow I opened a wall to a previous Gaia section, I think I did it with a lever, so I could exit from the elemental plane to find myself back in the engine core.
- Now I decided it's time to go back up to enter the earlier Gaia section to test my Deconstruct spell. I was excited to find out what all the caveins are hiding, just to find out - nothing it seems :lol: (tested in the two Gaia sections far north). I really thought that the two sections would connect with each other after deconstructing the caveins but there is a wall behind so bad luck.
- Another thing in the north-east section near the woodspirit orb there are two demon heads I could not find a use for. One head accepts gems and stones in his mouth but nothing seems to change. Maybe I have not found the right gem yet. The head might also accept other things but I have not been lucky so far in my testing. The other head does not like anything it seems.
Cheers,
Banaora

[Edit] Had a weird crash in the Palace when walking through the Hall of Fireballs with my party: undyingScripts:24 invalid stat. Stacktrace:
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[C]: in function 'error'
[string "ScriptInterface.lua"]: in function 'setStat'
#undyingScripts:24: in function 'onDie'
[string "Champion.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "ProjectileSpell.lua"]: in function 'onProjectileHit'
[string "Projectile.lua"]: in function 'update'
[string "ProjectileSpell.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
[Edit 2] I used v1.8.4 you sent me with an old savegame from version 1.8.2 and the game is acting quite strangely now. Had other crashes so yeah probably I would have to restart the game, if I wanted to test with v1.8.4.

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Wed Feb 26, 2014 11:34 am
by JimBob
Engine Core
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Near the start of the Engine Core level there is a notice which says "There is no rush to press buttons,but first we want more",so I put a Blue Gem through the bars of the gate and walls opened at the other side to release creatures, but the gate didn't open.It wouldn't let me put anything else there and I couldn't pick the blue gem up and as the gate behind me had shut,I was stuck.

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Thu Feb 27, 2014 1:01 pm
by akroma222
Hey Banaora,

Glad you have found a way around the problem! The mummies should have been hitting, that is strange...

For Yggddrassil,
-the teleporters are deactivated by
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a secret button toward the centre of the map
-boulder crash... I am not sure why this has happened, do you have any further info regarding this one?? :o

-Deconstructing earlier cave ins...
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I have removed the walls and added things to find
-Demon Heads - I know the ones you are talking about - there is nothing to do for them (and I have removed them)

For Palace crash,
You had something equipped that triggered the undyingScript - and I wrote a stat incorrectly there - now fixed.

For Version 1.8.4,
It is quite ok to keep playing your current game (1.8.2) :)


Hey JimBob,
thank you for that, a couple of plates were actually still checked for monsters and items - now fixed (no more getting trapped)

Thank you both for the reports!! :D

Akroma

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Thu Feb 27, 2014 3:54 pm
by Banaora
Hey Akroma,

so about this boulder crash I'm not 100% sure but I come to think it was the same error in the undying script you corrected already. You were not specific about the item, but I think I know which item you are talking about. Let's just say it's a certain orb that my ranger has equipped :P .

I'm actually playing version 1.8 right now because this was the version I started with and I want to exclude reporting errors caused by savegame incompatibilities.

So there is one thing in Yggddrassil I mentioned that still buffles me. Is it possible to open the exit gate?
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I'm talking about the section you reach from the mummies in the mines. To the north of the exit gate behind a cavein there is a button that opens the gate opposite of the exit gate to the poisoned wells. This same gate is opened by a lever and now I'm not certain which lever it was, but I know it was a lever close to the button I mentioned. Shouldn't either the button or the lever open the exit gate for Yggddrassil or is it really intended to have two things do the same i.e. opening the gate to the poisoned wells? I could reach the wells btw also through another cavein so opening the gate is just a shortcut to them.
Oh and what about the bonecraft stuff? Did you find the time to look into it? :geek:

[Edit] Got a crash in the incinerateScript:26 when incinerating the trash twice: attempt to index global 'crate_waste' (a nil value)
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Found a crate with a recipe in the incinerator secret area which does not seem to work: grimcap, willow thorn and night bead it says but nothing happened when I mixed these ingredients.

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Fri Feb 28, 2014 2:29 am
by akroma222
Hey Banaora,

yes yes, that would have been it... the orb ;)

To reach the exit in the area you describe...
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the button for the teleporters is at 10x,20y in a room with Slugomorgs and Herders.... go to the teleporters (now deactivated), grab the Spiritblossom Runewand and flick the lever that you can now access, this will open the gate to the exit for that area.
The incinerate script has been fixed, thanks for that one!
And the recipe you find in the chest, disregard it, it is for an item that I eventually took out of the game (dark bomb for assassins)

I will give a detailed response to your bonecraft report in the next couple of days, I am moving house with a broken arm at the moment so everything is moving a bit slow :(

Thanks again!!! :D
Akroma

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Fri Feb 28, 2014 1:42 pm
by Banaora
Hey Akroma,

got another bug for you 8-) [Edit: several actually :lol:] So in the mines in the south-east where the teleporters and buttons are
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I got trapped when picking up the first chest that contains the special fire bow. Hope you know which one I mean. All gates were closed around me and I got nowhere to go.

[Edit] I'm at the end of the teleporter & button odyssey. It's mmh weird. There is a button and it spawns several goromorg - some kind of an end fight for this section I guess. Next to the button is a teleporter to mmmh let's say to an area in level 2 which also has a teleporter that goes back to the beginning of level 3. Is this for testing only? Or is it supposed to be like this? :shock:

So I defeated those goromorg and tried to reforge the lantern they drop. I got the following crash: #temperedsteelScripts:452: undefined object: blaze_runelantern

A little glitch with the two dragons: The red gem vanished, the other gem is still in the mouth.

I have the orange gem now and I tried to put orange,red,black and white in both alcoves and in front of the statues. The button did nothing it seems. Strange. What am I missing?

I went to Mithrandir's workshop to use the gems on the demon heads. So one side is blue, white and black, the other side red, yellow and orange though I'm not sure with r,y,o because blue could also be a possibility. This gives 72 combinations overall to test if the gems are correct not considering the blue option. It's six combinations per head. So 36 and it's not clear which head has the colors of the sky so 72. I think I tested all of these but the door did not open :cry:

[Edit 2] I also tested some combinations with the blue gem now, one time replacing yellow and one time replacing orange. No success. Could you spoil the solution for me? if you like by pm.

I cheated myself inside, grabbed the key and went to the great staircase. Right at the beginning after triggering a pressure plate and walking through an opening wall I got the following crash:
#script_entity_389:53: invalid stat
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'damageTile'
#script_entity_389:53: in function <#script_entity_389:51>
[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 "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
You got a really cool mod there. It's great fun playing :mrgreen:

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Tue Mar 04, 2014 5:04 pm
by JimBob
Level 7
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I am struggling with the gates and levers on this level,so far got the first 5 gates open.In the section "Speed will get you no where fast",I have tried running from one button to the other but nothing happens (I assume it opens the gates next to the buttons).Is this a crucial part of the level?

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Posted: Tue Mar 04, 2014 6:10 pm
by Banaora
Hey JimBob,
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you already solved the riddle with the buttons at the time you see levers. It opens a gate near the button with no writing and a certain gem opens the other gate so you can proceed. Your aim should be to open the control room with three levers and two alcoves with notes. I don't know how far you already progressed to this goal but if it's possible post a screenshotz of your level 7 map and I will try to give further hints.