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Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Fri Apr 18, 2014 12:02 am
by minmay
Walking into most of the aether gates gives a hard crash since you typed 'shock_burst' instead of 'shockburst':
Code: Select all
#script_entity_467:21: undefined object: shock_burst
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'spawn'
#script_entity_467:21: in function <#script_entity_467:15>
[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 "PressurePlate.lua"]: in function 'pressed'
[string "PressurePlate.lua"]: in function 'updateState'
[string "PressurePlate.lua"]: in main chunk
[string "MessageSystem.lua"]: in function 'sendMessage'
[string "Map.lua"]: in function 'moveEntity'
[string "Party.lua"]: in function 'setPosition'
[string "Party.lua"]: in function 'update'
[string "Party.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
With all the pages in this thread about testing, I was kind of hoping that your mod would be...you know...tested.
Debug console line to remove the gates' effect, in case anyone else would like to be able to play this level:
Code: Select all
pressure_plate_hidden_909:destroy() pressure_plate_hidden_914:destroy() pressure_plate_hidden_915:destroy() pressure_plate_hidden_917:destroy() shockfieldPlate1:destroy() plateCounter3:decrement()
Edit: Also, casting blink right before being teleported out of the Aetherlands will cause you to be returned there when the blink expires, allowing you to spend as long as you want there...although of course you will never be able to get back...
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Fri Apr 18, 2014 2:04 am
by akroma222
Thanks minmay, and apologies for the few bugs you have found.
To get past the Lightning traps in the Aetherlands safely without crashes -
Use Electrostatic Pulse spell while standing in front of the trap
Very interesting about casting blink before leaving the Aetherlands... didnt think of that
Putting the bugs aside, I would very much like to hear your feedback once you finish the mod!
Akroma
p.s. I will make the changes you have found and upload a new version today
also... I will add you as a tester in the credits lol
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Fri Apr 18, 2014 6:32 am
by minmay
Divine Plating's description states that it increases protection/evasion by 5 and health by 30, but it actually increases them by 6 and 40, respectively. This is particularly bad since it gives the correct amounts in the message for expiring - so if the description were correct, you'd be permanently losing 1 protection/evasion and 10 health on every cast!
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Fri Apr 18, 2014 8:09 am
by minmay
Gating back to The Shadowlight Divide from Yggddrasil gives me a message saying I teleported back to the northern entrance of Amadacia.
Another thing I'm 99% certain is a major bug:
I cleansed all four anchor points in Yggddrasil and nothing happened after destroying the last one. At this point I am a bit suspicious of the mod and decided to make sure there wasn't another bug...and I think there is. script_entity_425.cleanse() returns false with no effect if you've cleansed all anchor points and yggdPitsCounter's value is 1. The problem is yggdPitsCounter starts at 1 and as far as I can tell (I did a grep over the entire source), absolutely nothing decrements or increments it.
If you have a weird use of entitiesAt or something to decrement that counter, then ignore this, and forgive me for decrementing it manually so I could continue playing. But it's probably a good thing I did anyway because I found another bug right after: the Ring of Trailblazers fails to actually give the champion the "Tough" trait, because you used addTrait("Tough") and you need to use addTrait("tough").
Edit: Another crash:
If you use Extinguish to extinguish the ceiling lamps in the Shadowlight Crypt before extinguishing the goromorg statue lanterns, extinguishing the goromorg statue lanterns will cause a crash, because they'll try to index the ceiling lamps that have just been destroyed.
Edit:
Seems like you can become stuck in the Aetherlands even without blink, by gating to the Shadowlight Crypt area then using the teleporter to the Aetherlands. You can't reach the Aetherlands altar of light from that area as far as I can tell...
Edit: Another crash:
Putting cold stones on some other goromorg statues in the Shadowlight Divide tries to manipulate shadowDoor4, which doesn't exist!
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Fri Apr 18, 2014 1:16 pm
by akroma222
Yikes!!
Let me check these in the morning and make necessary changes.
Thank you minmay - good spots!
Akroma
EDIT - all above have been fixed, uploading 3.2 now... Thanks minmay
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Sat Apr 19, 2014 8:16 am
by minmay
Invoking Rise of the Phoenix via a potion of life fails to increase strength...which means that it permanently reduces every champion's strength by 5 when it deactivates.
Also, is it intentional that
you can access Akroma's workshop? All those items and Thunderstruck for every party member seems like an awfully big reward for finding two energy field keys and a dragon statue!
edit: this did make it easy to find another major bug: some or all of your equipment that adds temporary traits (such as the tempered bracer) will remove those traits when unequipped even when the champion has that trait naturally, making them permanently remove traits!
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Sat Apr 19, 2014 9:51 am
by akroma222
Hey minmay,
Equipment should not (and never has) removed traits when unequipping.... but apparently now they do!!
not happy....
I've taken a quick look but can not find why... the code has worked for a very long time, but now will not - can you see anything that might be causing this??
And yes, access to the workshop is granted... it doesn't matter too much by that stage in the game anyways as the end boss is pretty much next
Not sure why Rise of the Pheonix via potion would be doing that, I will have to take a look tomorrow when I am home from work
Thanks again
Akroma
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Sat Apr 19, 2014 10:44 am
by minmay
Small bug: kills with Soul Blazer don't award experience.
Edit: Aaaaand just found what is probably the worst crash yet:
Stepping on the pressure plates for Sheoldred and Malkior's tomb, when you have the Fallen items, will cause a hard crash just like the projectile spell one I mentioned earlier. In this case however I haven't a bloody idea what's causing it, as invoking script_entity_501:checkFallen() by any other means - even disabling the pressure plate and adding another one via the debug console in the same place, with the same connector - works fine!
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Sat Apr 19, 2014 11:20 am
by akroma222
Thanks minmay, they seem like easy fixes - will sort them tomorrow
Confusing though, as those two issues worked fine on my final playthrough...
I have to say, I Am certainly tired of fixing things only to have them magically break again somehow
Anyways, onto it tomorrow
Thanks again for the reports
Akroma
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Posted: Sat Apr 19, 2014 11:45 am
by minmay
I just cast Guardian Stave, then left the resulting staff in my inventory (didn't wield it). After 60 seconds, I got the message and screen effect for it disappearing...but it stayed in my inventory and I now have it permanently. In fact, I can make as many copies of it as I like this way. You need to check the inventory and containers (remember mortars can be inside other containers) when you look for that item!