Re: [Map for CFD2012 ] "The Descent" -File and discussion th
Posted: Sat Dec 01, 2012 5:25 pm
Hey man, to err is human
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I've been exchanging PMs with SpiderFighter related to a bug at this area, and it looks like you've hit the same one. The symptoms are extra skeleton patrols appearing in the central room (as I think is the case in your video) and potential crashes at later points in the level. I think ultimately the error occurs earlier, probably when the patrols are spawned. If you have a save where you can already see them, then things are likely already set up to go wrong or work fine.JohnWordsworth wrote:Hi John, had a good time playing through much of 'The Descent', although, I'm afraid I have a bit of bad news in that I made it crash a few times (in the same area). I've not quite finished it yet, but thought perhaps you would like me to take another look if you can reproduce and fix this crash.
You're right; I was trying to create an alternate way around the maze, and didn't stop to think that I should make the player do it. However, I say to you, Good Sir, that that spider is perfectly legal. It's not my fault if the sound of the wall sliding open in front of you muted the sound of the one sliding open from behind you!JW wrote:New wall has opened up in Room (A). A few things happen automatically, but it might have been nice to have pressed a secret button to cause it to happen instead of the things happening automatically. Sneak attacked from behind again by a Spider!
Code: Select all
function blindpatrolReplacers()
for i in allEntities(1) do
if i.name == "blind_skeleton_warrior" then
i:destroy()
end
end
end
Code: Select all
function blindpatrolspawn()
spawn("blind_skeleton_patrol", 1, 10, 10, 3)
spawn("blind_skeleton_patrol", 1, 9, 13, 1)
end
There's a torch on the wall in front of you when you start.Xanathar wrote:Just started but:
Up to where I am : funnySpoilerShow- 2nd floor : what if one has no torches ? I had one, but just to be sure you considered the eventuality
- 2nd floor stairs : there is a ceiling tile visible in the middle of the stairs, if I rememeber correctly this happens if you have an empty tile directly behind the stairs (stairs require a solid wall behind).
Yes, of course, but if you get down the pit without one you have to reload (as far as I can see, I might have missed one). In the old version there was a handy hidden alcove with a torch inside for this purpose.There's a torch on the wall in front of you when you start.