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Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 2:07 pm
by Zo Kath Ra
Duncan1246 wrote:WARNING & CALL
---------------------- This is a first release and, in spite of my tests, some buggy things can happens...
That's quite an understatement.
I'd say the mod is still in alpha.
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Sunken City: step on 12/23, and the game crashes.

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=== Software Failure ===

#cross_script_7.script:25: attempt to index global 'dc_cold_aura_1' (a nil value)
stack traceback:
	#cross_script_7.script:25: in function <#cross_script_7.script:24>
	[string "Script.lua"]: in function 'sendMessage'
	[string "Component.lua"]: in function 'triggerConnectors'
	[string "Component.lua"]: in function 'callHook'
	[string "FloorTrigger.lua"]: in function 'activate'
	[string "FloorTrigger.lua"]: in function 'update'
	[string "Map.lua"]: in function 'updateComponents'
	[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
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Octaedron: at 28/0, facing north, there's a graphical glitch.
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Loki's Cross: at 1/20, facing north, there's a graphical glitch.
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"Fir Bolg Sanctuary": I've killed the wizard, and am now standing at 22/6.
When I walk west, the game crashes reproducibly with this error:
=== Software Failure ===

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#mage_script.script:2: attempt to index global 'mage_FBS' (a nil value)
stack traceback:
	#mage_script.script:2: in function <#mage_script.script:1>
	[string "Script.lua"]: in function 'sendMessage'
	[string "Component.lua"]: in function 'triggerConnectors'
	[string "Component.lua"]: in function 'callHook'
	[string "FloorTrigger.lua"]: in function 'activate'
	[string "FloorTrigger.lua"]: in function 'update'
	[string "Map.lua"]: in function 'updateComponents'
	[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
SpoilerShow
"Under Edenia Woods": you can walk through the wall at 11/23, facing south.
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In "Rock Cove", when I walk up to the door at 12/10, the game crashes reproducibly with this error:

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=== Software Failure ===

#script_entity_83.script:5: attempt to index global 'rabo_3' (a nil value)
stack traceback:
	#script_entity_83.script:5: in function <#script_entity_83.script:1>
	[string "Script.lua"]: in function 'sendMessage'
	[string "Component.lua"]: in function 'triggerConnectors'
	[string "Component.lua"]: in function 'callHook'
	[string "FloorTrigger.lua"]: in function 'activate'
	[string "FloorTrigger.lua"]: in function 'update'
	[string "Map.lua"]: in function 'updateComponents'
	[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
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In "Rock Cove", you can walk through the rocks at 2-6/31.
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In "Wreck Cape", you can walk through the rocks at 1/7 + 1/6 + 2/6.
They don't show up on the automap, either.
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In "Wreck Cape" at 5/22 facing east, there's an 8-pointed star on the ground.
If you accidentally throw (not put) an object on the tile, you can't get the object back, because the tile blocks movement.
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In "Wreck Cape", the giant turtles respawn at an insane rate.
I like having more food than I need, so I can spend more time solving puzzles, but I think the turtle respawn rate could be toned down a bit.
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In "Waste Land" at 27/8, there's a pit.
When I climb down it with a rope, everything works fine.
But when I fall into it, the party ends up stuck inside a rock tile, unable to move or even turn.
Also, please please please have a native speaker of English proofread the texts in your mod.

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 3:18 pm
by hansbleeb
i downloaded it here..
http://s137.photobucket.com/user/bliepe ... 2.jpg.html[/quote]
err .. you did realize that this is Duncan1246's LoG 1 mod? Trying to run a LoG 1 mod with LoG 2 won't work.[/quote]

o shit.. where is the log 2 mod?

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 3:37 pm
by RMariano
minmay wrote:Oops I thought Zo Kath Ra's post was yours, lol.

It's still probably the issue, though, and you were just lucky. There's not really anything else likely to result in that error. It would help if RMariano had given any sort of information about what he was doing when it crashed...

I would've loved to..... All I got was a small rectangular box telling me the program crashed..... out of memory.


I will go in again and see what happens. I run Win10 64 bit w/8gb ram. 1920x1200 res

LOG II has all settings maxed.

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 4:17 pm
by Zo Kath Ra
Duncan1246 wrote:Other thing: it's an open world, so if you want to go everywhere at the beginning of the game, you can do it, but some areas will be deadly for your party in a few minutes... so please, take the time to understand what is going on ON THE FIRST MAP, where you can find all the informations needed.
You mean "Under the Cape"?
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I can't figure out how to remove the force fields.
Or how to activate the teleporters you find in some places (floor tile with 8-pointed star).
Help please!

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 7:44 pm
by Zo Kath Ra
WTF?
I accidentally cast this spell:

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-x-
-x-
-xx
Result: all party members suddenly had 2 000 000 xp.
Except for my wizard, he had 3 000 000.

I can keep casting this spell as often as I want.
My wizard is now at level 42 o.O

edit:
Yes, I know it's a spell that helps the author test the mod ("L" for "Level up").
But when you leave something like that in your mod, someone's going to find it sooner or later.

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 8:00 pm
by Duncan1246
hansbleeb wrote:
Duncan1246 wrote:
hansbleeb wrote:its not working!!
As I don't send you the link to download the mod, how can you says that??
i downloaded it here..
http://s137.photobucket.com/user/bliepe ... 2.jpg.html
You have downloaded a LOG 1 mod I made last year, so it can't work with LOG2!! :D

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 8:05 pm
by Duncan1246
Zo Kath Ra wrote: Yes, I know it's a spell that helps the author test the mod ("L" for "Level up").
But when you leave something like that in your mod, someone's going to find it sooner or later.
You are right,I don't delete this "special" chat script, it's obvious I will suppress this in the release
But anyway, il you use the console, it's easy to spawn all the items you want, armors, weapons and so on, so don't do it... :lol:

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 9:45 pm
by Duncan1246
Zo Kath Ra wrote: ... please please please have a native speaker of English proofread the texts in your mod.
Big problem for me, because I don't have any native english friend to help me...

Thanks for your list, I have corrected all yet.
I see that the script errors are all but one due to the same oversight: lack of a nil condition (ie "if monster then...) .
For the script error in Sunken, the commander have an "onDie" hook to destroy the aura and the trigger have "disableSelf" enabled, but I suppose you kill the commander from 15,23 before step on the trigger, so I modified the place to avoid the problem.
I decided to delete the pit, because it's an elevation problem: the lower level is elevation 3, and the pit set party position on elevation 0... the main access is near by so it's not a great loss.
For the turtles, respawn has a limit but perhaps I was too generous :D , I go to reduce it.

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 10:00 pm
by Duncan1246
Zo Kath Ra wrote: You mean "Under the Cape"?
SpoilerShow
I can't figure out how to remove the force fields.
Or how to activate the teleporters you find in some places (floor tile with 8-pointed star).
Help please!
Yes, it's Under the Cape, I see that open world, above all if you have a strong party, implies that it's possible to zap it . So I decided to add an obvious clue in the lighthouse to warn the player.
Now the hint:
SpoilerShow
In the central room ("Balance") you have found a key and I suppose you have now the tiles with the runes symbols. In one of the bookshelves, you have a letter talking of the runes. Follow it using these tiles and the two pedestals, that's it!
Concerning the cross on the floor, you can only use it with an item you have not found yet, so don't worry about it.
Thanks for your replies and I hope you enjoy the mod... spite of all these buggy things.
Duncan

Re: FINISTERRAE first release

Posted: Fri Oct 30, 2015 10:06 pm
by Duncan1246
hansbleeb wrote:
Duncan1246 wrote:
hansbleeb wrote:its not working!!
As I don't send you the link to download the mod, how can you says that??
i downloaded it here..
http://s137.photobucket.com/user/bliepe ... 2.jpg.html
I plan to upload a new version next week, corrected from bugs pointed by Drakkan and Zo Kath Ra, and if you wish, I will sent you a download link
Same for eLPuSHeR of course

Duncan