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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Tue Feb 05, 2013 10:53 am
by Xanathar
Yes, great idea, you are right that receiving feedback from Nexus downloaders is easier.

BTW, thanks for what you did/are doing in the testing/release phase of this!

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Sat Feb 09, 2013 10:15 am
by JohnWordsworth
Very exciting! Very much looking forward to seeing this baby released.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Sat Feb 09, 2013 2:17 pm
by Merethif
Sorry I was unable to be here last week. After reading your concerns about my room I'm thinking about possible solutions that my be implemented on Steam release (or in updated version on Nexes, if any updates will take place). My detailed comments below.
Skuggasveinn wrote: General concerns
Merethif's Room
SpoilerShow
The library can be skipped, its on optional room, some thought that to be wierd, I was fine with it that way.
Many people missed the elemental glyphs above the alcove rooms, and therefore found it confussing where to place the scrolls, you have to look up to see the glyphs that tell you what element belongs to what room, I thought it was ok, more so because this room is optional
Comments:
SpoilerShow
1. It's intentionally optional because it's sort of parody of Fighter's Challenge, which is also optional.

2. Elemental glyphs are secondary hint put there "just in case". The main hint is written on the wall behind tapestry. It says:
In the hand of mage, The library map is hidden, (the runes table is activated by clicking mage's hand)
But only eyes of the gods, Shall see it (indicate you have to look on puzzle from above, like Nazca Lines)

If you look "from above" on that room (i.e., from automap view) you will see that alcoves are in the same positions as runes on mage's hand, Fire in top left corner and so on.

Of course all riddles seems easy and logical when you're making them up :-D
Xanathar wrote:My personal comment on Merethif room (I was stuck there):
SpoilerShow
Many people missed the elemental glyphs above the alcove rooms, and therefore found it confussing where to place the scrolls
I did miss them but managed to understand which way was each anyway. My biggest problems weren't in understanding which element went were, but were 1) in understanding that the book should have been used on the table and 2) in which alcove to put which spell of the same element (which is quite a number of combinations).

Of course, my 2 cents on that room :), plus probably I just missed some hint just like I missed those glyphs.
Comments:
SpoilerShow
1. The book was supposed to represent the Balance thus should be place in the central spot. I'll try to rewrite its text to make it clear. If you have any ideas I'm open to suggestions of course.

2. The scrolls needs to be put in alphabetical order. I was thinking that alphabetical order is natural for library. The name of the room - Librarian's Challenge - suggests that you have to "be like librarian" and that's means putting things alphabetically. I'm thinking how to hint that alphabetical order is needed, without using term "alphabetical".

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Sat Feb 09, 2013 2:21 pm
by Komag
Hmm, that all makes much more sense when you explain it like that! :D

(I'm sure I tried clicking on the mage's hands to no avail, can't quite remember where now)

So maybe just some more hints about it all and it can work well as-is

(and a way to go back again after the colored skeleton room, so it will be like the fighter's challenge where you can decide to do it later)

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Sat Feb 09, 2013 9:01 pm
by Numberouane
I agree with Komag on this!

BTW, ur room was just amazing! :) :) Thanks

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Sat Feb 09, 2013 10:44 pm
by Komag
thanks! :D

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Tue Feb 12, 2013 8:53 pm
by Xanathar
EDITED: The post quoted here is now outdated as the real problem was found, and full of erroneous speculation :)
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Hi all,
I write here because it's a development thing.
Some others are having problems with Grimwold's room, but for most people it works ok.
The only odd thing in the whole room is the script in that it uses global variables x and y which are also properties of the scripting entity itself - this is the only odd thing in the whole script as far as I was able to find. The error message seems to confirm this to some extent.

I got a savegame from Ryeath_Greystalk and it crashes on my machine, while my savegames are perfectly working. So in my view one of these is happening:
  • The download was corrupted. While plausible for one player, it's unlikely since it's happening to more than one in the same room
  • The scripts are store precompiled inside the savegame and not in their source form AND there is some rogue version around which compiles differently from others. It's unlikely to be just old, as Grimwold developed his room in October and we all tested it! The only likely one would be the beta where modding was implemented but not released yet, though it was only available on steam which should autoupdate :| Or maybe the Mac version ?
  • The scripts are store precompiled inside the savegame and not in their source form AND having lua on the system for other reasons (say some other software copies lua.dll where it shouldn't) breaks it. This seems unlikely again.
Now, if anyone has any other explanation or ideas please speak! :D
Here Ryeath_Greystalk savegame: https://www.dropbox.com/s/sny2ngos6gsn4 ... game06.sav

Error message (on my machine):
SpoilerShow
#grim_dragon_script:28: attempt to perform arithmetic on global 'x' (a nil value)
stack traceback:
#grim_dragon_script:28: in function <#grim_dragon_script:1>
[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 "Button.lua"]: in function 'push'
[string "Button.lua"]: in function 'onClick'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.2

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 8073 MB
Free memory: 4931 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: Intel(R) HD Graphics 3000
State flags: 00000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: Intel(R) HD Graphics 3000
State flags: 08000000

Display device 2:
Device name: \\.\DISPLAY3
Device string: NVIDIA NVS 4200M
State flags: 08080000

Display device 3:
Device name: \\.\DISPLAY4
Device string: NVIDIA NVS 4200M
State flags: 08080000
I hope he didn't get offended if I post this, as I doubt it contains sensible data :)

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Tue Feb 12, 2013 10:54 pm
by Grimwold
Thank you for looking at this... I was away on vacation from Friday to Monday, so haven't had much chance to look at it.

I tried loading Ryeath_Greystalk's save and it crashed with the same error about x that you got... but it had already complained that the save was from a different version of the mod, and saves from 'different' versions can be very temperamental anyway... and this error is different to the one Ryeath_Greystalk originally mentioned.

We could try modifying the global variable names so that there is no confusion in the scripting, and see if that helps.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Tue Feb 12, 2013 10:57 pm
by Xanathar
Hi Grim :)
what freaks me out of this is how whatever the issue is (the variables seem likely but who knows if that's the reason) goes undetected on so many machines and yet on a few others it crashes.

Btw in my case I didn't get any message about version mismatch, so I guess me and Rayeth have the same version of the mod.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Tue Feb 12, 2013 11:03 pm
by JohnWordsworth
I guess it's possible that someone else's script is setting a global value to x sometime and then resting it to nil. It is probably not only a good idea to rename the variables in a script but also to add sanity checks like...

If x == nil then x = 0 end

... before relying on global variables to still be set (just to be extra safe).