[MOD] Fidoc's Doom 1.4

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Doryann34
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by Doryann34 »

Hi everybody!
I'm about to publish an updated version of FIDOC'S DOOM (v. 1.2) - see http://www.fidocsdoom.com
I've taken into account many feedbacks from different players, but maybe there's something important I missed (remaining bugs? ambiguous riddles? not enough clues for hardcore puzzles? etc.). If that's the case, I'd be happy to hear from it before version 1.2 gets released, so that I can improve and/or fix anything that needs to be.
Thanks a million for your help!
Version 1.2 should be available in about 1 week (...or a little more, depending on your comments in the next few days).
I'll post a complete list of fixes and updates here.
Cheers
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Doryann34
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by Doryann34 »

FIDOC'S DOOM has been fully updated today. Version 1.2 is now available on Nexus and Steam (see main post of this thread).

Image

OVERALL CHANGES:
- Added hints and clues to solve the most challenging puzzles and riddles of the game
- No more "point of no return": every puzzle now has some kind of reset mechanism
- Unique designs for books and tomes along the whole game (thx to Mutman's Runebooks)
- Added graphic fonts on a few walls (thx to AdrTru graphic texts packs)

OUTSIDE AREA:
- Fixed a bug occuring when answering twice to 1 of the old philosopher tree riddles
- Fixed a bug granting the player only 3 skillpoints in Alchemy when answering the 4 riddles too quickly
- Fixed a bug occuring when putting the tomb key back in its treasure chest and grabbing it a second time
- Fixed a bug allowing giant frogs to fall down in Taloxia's death chamber below when opening the trapdoor
- Fixed an exploit allowing players to early access the herbs' cavern without using the rope => jumping into the pit now leads to automatic instant death (you MUST find the rope first ;))

FIDOC'S TOMB:
- Fixed a bug allowing players with superpowerful gaming computers to exploit a flaw in LoG2 synchronisation system (making them able to grab the ornate key in this level when they shouldn't)

XAFI SEPULCHRE:
- Fixed an exploit allowing players with superpowerful gaming computers to grab the tomb key before opening the grate
- Xafi pants are now easier to retrieve (secret wall replaced with stone gate)
- Xafi's sarcophagus can now be moved back to its original position, allowing players to get the last relic even if they did not solve the iron balls riddle in the first run

HAVOTEP'S VAULT:
- Added reset mechanism for the 5 guardians puzzle: if one of the guardians spots you, just exit the maze and close the door behind you; when you come back, every guardian will be back at his original location
- Added clue for lurker pants' secret room
- Fixed an exploit allowing players with superpowerful gaming computers to grab both ornate key and Havotep's key

RUKASHAN'S CRYPT:
- Better understandable riddles / slightly improved texts
- Changed the fire elemental with the "camp fire" from Zimber's assets pack to avoid confusion between answers to one of the riddles
- Added a ladder allowing the player to climb back upstairs when falling down in the upper-east corner of the Maze of Chimeras
- Fixed an exploit allowing players to early access Tjalafez Love Chapel in the lower level => jumping into the pit now leads to automatic instant death (you MUST find the rope first)
- Slightly better hidden treasure map in the pushable blocks puzzle room

BUSIPAH'S MAUSOLEUM:
- Sparser grass in Tjalafez Love chapel's back room, so that players would'nt miss the gold key on the floor (people playing with highest graphic settings were complaining it was too well hidden)
- Added a wall sign to warn you about a possible prejudicial outcome if you switch the button (yes, THIS button ;))
- New Busipah's diary page, mentionning the fact that the concubines have "4 basic needs" (which is quite essential to solve the riddle, as some players alerted me)
- The hint about what Kalix might want to drink is now "crystal clear" ;)
- Better hints and clues about how and when you might be able to perform the ritual that gives you access to Busipah's last relics
- Extended hint about the secret extra-combinations in the alphabet room
- The door portcullis that leads to Iomeris' cemetery should now remain open once the Concubines' puzzle has been solved, even if you come back later (but the door will still shut down if you steal an item from the concubines after solving the puzzle)

IOMERIS' CEMETERY:
- Implemented a reset mechanism to magically get the ornate key ascend back upstairs, for players who messed up this puzzle in the first run
- Added reset mechanism for the Wilderness Temple: if you don't want the stone golem to follow you any longer, just exit the temple; he will go back to his original location and fall asleep
- Added reset mechanism for the Ice Temple: if one of the ice guardians spots you, just exit the temple; when you come back, every guardian will be back at his original location
- Added a metal ladder in the Ice Temple's last water pond, allowing players to climb back if they were not enough well prepared (namely if they were missing 1 temple key)
- Fixed a bug that allowed the player to literally "walk through a wall" and be trapped in the fire torc secret alcove of the Flames' Temple
- Improved Djinn speech lines
- Better wall text hints about how and where to perform the ritual that will grant you Tjalafez' boon
- Builded invisible walls around the Air music pit to avoid useless reloads for players who would else sometimes accidentally fall into the pit

ROYAL PALACE:
- Yes, this area will soon be accessible (but it's still gonna be optional: no need to enter the Royal Palace to complete the main plot)


Enjoy!

Doryann
minmay
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by minmay »

Did you fix saving?
Grimrock 1 dungeon
Grimrock 2 resources
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Doryann34
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by Doryann34 »

minmay wrote:Did you fix saving?
Hi minmay
If you're asking whether your old saves will work with this new version, I'm sorry to tell you they won't. You'll need to start over... :/
Doryann
minmay
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by minmay »

No, I'm asking if you fixed your various illegally-stored object references that make the game crash upon trying to save. It's rather difficult to play the mod when most of it has to be done without the ability to save.
Grimrock 1 dungeon
Grimrock 2 resources
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Doryann34
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by Doryann34 »

minmay wrote:No, I'm asking if you fixed your various illegally-stored object references that make the game crash upon trying to save. It's rather difficult to play the mod when most of it has to be done without the ability to save.
Hi again minmay
I'm concerned by your message: you're the first player to tell me about such an issue. Only one of my betatesters reported me about a problem with a saving once (specifically in havotep's vault) and it's been fixed since then.
Anyway, version 1.2 has been largely tested and no bug has been detected so far.
If you're still having a saving issue, I'd be delighted to address it if you send me the screenshot or error log you encountered...
Cherrs
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zimberzimber
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by zimberzimber »

I assume minmay is talking about this: (from before 1.2)

Code: Select all

=== Software Failure ===

[string "ScriptInterface.lua"]:0: could not look up class name
stack traceback:
	[C]: in function 'error'
	[string "ScriptInterface.lua"]: in function 'typex'
	[string "GameObject.lua"]: in function 'saveState'
	[string "Map.lua"]: in function 'saveState'
	[string "GameMode.lua"]: in function 'saveGame'
	[string "GameMode.lua"]: in function 'quickSave'
	[string "GameMode.lua"]: in function 'keyPressed'
	[string "Grimrock.lua"]: in function 'pollEvents'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
Played and saved a lot of times normally until I reached Havotep's Vault
Did the level puzzle with the Trickster
Found the hint towards the Ninja Boots
Went into the maze near it, killed a snail
Went back to the swamp, dag out the boots
On my way back to the vault, picked up the note in the Tomb speaking of royal bloodlines walking in the sun
Went back into the vault, tried saving some tiles in front of the Crowern near the Snail in the maze
Crashed.

After several attempts at saving under different conditions I came to the conclusion that the issue is somehow tied to the Ninja Boots, and the vault where their location is hinted.
The game crashed only after I dug up the boots, and only on that level.
Last edited by zimberzimber on Sat Dec 17, 2016 10:49 pm, edited 1 time in total.
My asset pack [v1.10]
Features a bit of everything! :D
minmay
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by minmay »

I encountered it a lot earlier than that, the first instance being when I opened a castle door (don't remember what level unfortunately).
Grimrock 1 dungeon
Grimrock 2 resources
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Doryann34
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by Doryann34 »

Hi Zimber!
This looks indeed a lot like the error one of my betatesters reported a while ago. It happened only with quick-saving, which I thought was very strange... Following to this report, I've been cleaning as many objects and scripts as I could in Havotep's vault (the error log refered to a missing object's class name; it's rather vague...). Version 1.2 is way more stable (until now, nobody reported this bug again) - though I can't promise that it will "never" occur again...
Anyway, thx for letting me know!

I have a question : how did you manage to actually KILL the snail?? None of the creatures/monsters I added in my dungeon is supposed to die... I wanted the players to avoid and/or lure them. Maybe I should raise their hitpoints from 1 000 to 10 000 ? ;))

By the way: congrats for your asset pack, it's amazing! Unfortunately I discovered it too late: I was already done with Fidoc's Doom... (I only used the "camp fire" object). I should make better use of it in my next creation!

cheers

Doryann
zimberzimber wrote:I assume minmay is talking about this: (from before 1.2)

Code: Select all

=== Software Failure ===

[string "ScriptInterface.lua"]:0: could not look up class name
stack traceback:
	[C]: in function 'error'
	[string "ScriptInterface.lua"]: in function 'typex'
	[string "GameObject.lua"]: in function 'saveState'
	[string "Map.lua"]: in function 'saveState'
	[string "GameMode.lua"]: in function 'saveGame'
	[string "GameMode.lua"]: in function 'quickSave'
	[string "GameMode.lua"]: in function 'keyPressed'
	[string "Grimrock.lua"]: in function 'pollEvents'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
Played and saved a lot of times normally until I reached Havotep's Vault
Did the level puzzle with the Trickster
Found the hint towards the Ninja Boots
Went into the maze near it, killed a snail
Went back to the swamp, dag out the boots
On my way back to the vault, picked up the note in the Tomb speaking of royal bloodlines walking in the sun
Went back into the vault, tried saving some tiles in front of the Crowern near the Snail in the maze
Crashed.

After several attempts at saving under different conditions I came to the conclusion that the issue is somehow tied to the Ninja Boots, and the vault where their location is hinted.
The game crashed only after I dug up the boots, and only on that level.
Last edited by Doryann34 on Mon Dec 19, 2016 12:19 am, edited 1 time in total.
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Doryann34
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Location: Montpellier, France
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Re: [MOD] Fidoc's Doom FIRST OFFICIAL RELEASE

Post by Doryann34 »

minmay wrote:I encountered it a lot earlier than that, the first instance being when I opened a castle door (don't remember what level unfortunately).
Hi minmay
There is no castle tileset-based level before Havotep's vault in my mod.
Maybe it was a tomb door?
Other question: what version were you playing?
thx
Doryann
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