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Re: [MOD] Prison Ward

Posted: Thu Feb 13, 2014 4:59 pm
by leewroy
DesperateGames wrote:This really sounds like a bug...or even multiple bugs....
SpoilerShow
The last piece I found to lock the door was fake
The last piece should not be fake :? ....it is supposed to work as a regular piece just like the other pieces...the only thing I can imagine is that you need to click on the right area of the machine to put it in. If you miss that space it might happen that the hero throws it against the wall and it falls on the ground then. Sometimes the part gets "lost" in the stones in front of the machine then, or can hardly be seen lying on the ground. Can you describe the "fake" part more? How does the piece react when you try to put it into the machinery?

You could also try spawning a new machine part via the console, the required item name would be "machine_part_west".

Hope that helps, if not, please post again!
SpoilerShow
Hmm...then it's not a fake eh? I was thinking about it, cause when I tried to put in the machine, the hero threw it on the wall. So, it's just a matter to find the right spot.

Besides, I read in a note about a secret alcove (pause: this can be in another module, my head is a mess :lol: ) then I thought that I should get back and try to find secrets. But no, then. I´ll try again when I get home.

side note: I'm having a lots of fun with this module, very well designed, different and all those comments on the notes are really cool. "You know you don't need to catch everytinhg you find on the ground, right?" or something like that was cool. Also, in the mind maze when the ogres appear...creepy!

Re: [MOD] Prison Ward

Posted: Fri Feb 14, 2014 2:04 am
by DesperateGames
Ok, if the part is still there then...
SpoilerShow
It should work if you put it in the right part of the machine. One thing I forgot in the last post was that there are of course walkthrough videos of this level available as well:

http://www.youtube.com/watch?v=sU-KHH1T-jA - At 17:45 you can see where he inserts the part

or here

http://www.youtube.com/watch?v=HheX03fn ... oAORspPPrn At 31:20 in the video.

Please post again if you are still stuck!

I'm very glad to hear that you like the humor / the puzzles, we were not sure at the beginning how people would like it since it is quite different from the core game. But so far we only got positive feedback. :)

Re: [MOD] Prison Ward

Posted: Fri Feb 14, 2014 10:06 pm
by leewroy
It works :)
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I just had to put it slightely to the top...now into the snail level.
Thansk for your help!

Re: [MOD] Prison Ward

Posted: Mon Mar 03, 2014 11:14 pm
by leewroy
I´ve got an error message
SpoilerShow
on thedark creatures level. When I fight the thid boss this always happen:

#egg_counter_script:285: bad object
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function '__index'
#egg_counter_script:285: in function 'startTeleTimer'
mod_assets/scripts/monsters.lua:893: in function 'onDie'
[string "Monster.lua"]: in function 'die'
[string "Monster.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "ProjectileSpell.lua"]: in function 'onProjectileHit'
[string "Projectile.lua"]: in function 'update'
[string "ProjectileSpell.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

Re: [MOD] Prison Ward

Posted: Tue Mar 04, 2014 12:26 am
by DesperateGames
Oh no....I'm sorry that you had to encounter so many bugs... :oops: But I think I have got a workaround for this problem:
SpoilerShow
The function that generates the error only starts a timer, which normally would create a teleporter at the position where the third boss died. I have no idea why it throws this error I have just tested it again, and it works for me... :( The only thing I could imagine is that I'm passing the monster object into the function to get the coordinates of the dying boss and somehow the LUA garbage collection runs before I'm accessing the monster's coordinates, resulting in the "bad object" error. Maybe I could change the function so that it gets the coordinates directly instead pulling them from the monster object....

Anyways here is the promised workaround: You can use a console command to teleport yourself to the teleporter exit....as you have already defeated the boss you have earned it, I guess :)

The command is:

party:setPosition(15, 28 ,0,14)

This will lead you to the exact same spot the teleporter would have brought you after killing the boss. Hope this helps!

Re: [MOD] Prison Ward

Posted: Tue Mar 04, 2014 10:55 pm
by leewroy
Yeah, for sure it will do. It's what I would do anyway, lol. Just to let you know and fix, if possible and wanted. ;)

thanks a lot dude :mrgreen:

Re: [MOD] Prison Ward

Posted: Mon Sep 15, 2014 9:26 am
by mazhlekov
Hi
The mod looks very interesting!
In the manual was told that the .dat-File need to be in this Directory:
%USERPROFILE%\Documents\Almost Human\Legend of Grimrock\Dungeons
But the folder \Legend of Grimrock is empty (there is no \Dungeons folder inside)
Ok I created folder with this name, put the file inside and nothing...
Any ideas what to do?
:?:

Re: [MOD] Prison Ward

Posted: Mon Sep 15, 2014 9:33 am
by Isaac
mazhlekov wrote:Hi
The mod looks very interesting!
In the manual was told that the .dat-File need to be in this Directory:
%USERPROFILE%\Documents\Almost Human\Legend of Grimrock\Dungeons
But the folder \Legend of Grimrock is empty (there is no \Dungeons folder inside)
Ok I created folder with this name, put the file inside and nothing...
Any ideas what to do?
:?:
On the menu in game, when you select 'CustomDungeon', is it not among the choices?

Re: [MOD] Prison Ward

Posted: Mon Sep 15, 2014 9:39 am
by Dr.Disaster
mazhlekov wrote:Hi
The mod looks very interesting!
In the manual was told that the .dat-File need to be in this Directory:
%USERPROFILE%\Documents\Almost Human\Legend of Grimrock\Dungeons
But the folder \Legend of Grimrock is empty (there is no \Dungeons folder inside)
Really empty?? Hard to believe! Beside the "Dungeons" (for mods) and "Portraits" (for custom character pictures) subfolders the "Legend of Grimrock" folder also holds the game's config file "grimrock.cfg" and all savefiles.

What game version do you have? Check the lower left corner in the main menu.

Re: [MOD] Prison Ward

Posted: Mon Sep 15, 2014 10:43 am
by mazhlekov
:)
The game version is 1.1.3.
By empty, I meant no other folders (my bad, if you understood wrong)
Here one screanshot:
Image
This is everything in the folder...