Grimrock Unlimited: A Procedurally Generated Adventure

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Well spotted! Arquebus was indeed missing, will be in the next update.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Thank you very much.

Best regards.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

I suppose this is the intended behaviour but...
SpoilerShow
The puzzle where you have to use potions, doesn't work with improved potions created by your skill 4+ alchemist.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Another thing. Could anyone offer some insight for the colored pressure plates puzzles?. I don't understand one thing.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by JKos »

I tried to play version 0.5.7 and pretty soon I got this error:
Image

It happened when I tried to pick up some item, I wasn't paying attention what item or where it was, but I think it was on some altar.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

That error's due to a bug in Grimrock that is fixed in version 2.1.18
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by JKos »

Ok, thanks I will update my game and try again (which bug was that?). Great job btw. Are you going to release the sources some day?
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Courtesy of Minmay:
minmay wrote:GameObject:getPosition() returns only the x position in some circumstances in 2.1.17, if you update to 2.1.18 it should fix the issue.
Yeah sure, I'll dump the sources when I stop working on it. Also happy to share any specific sections if anyone is interested.

I will say though, my scripting isn't the most readable thing in the world. I'm no programmer and this is my first crack at lua, so I do not envy he who wants to make sense of some of the stuff I wrote when I first started.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

I have just tried 0.5.8 and cannot save any game. Any attempt to do a savegame either using F5 or the normal savegame route sends LoG2 crashing to desktop with this error message:

Image
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Welp, that's no good. That error message tells me absolutely nothing, as well.

I guess i'll try taking things out one by one and see what's causing it.
Post Reply