Release Candidate 2 (version 1.3.1) is out!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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petri
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Location: Finland

Release Candidate 2 (version 1.3.1) is out!

Post by petri »

Release candidate 2 (version 1.3.1) is out! This will be the final released version unless critical bugs are found.

PLEASE SEND BUG REPORTS ASAP!

Changes since RC1-1.3.0:
- bug fix: spells don't work and other strange problems if asset pack is extracted next to grimrock.exe (Thank you Trap for helping with this one!)

Known Issues (these won't be fixed by release):
- clicking "resume" from the pause menu throws away the item on the mouse cursor
- if you give setMouseItem() an item that's placed already somewhere on the level, and then player tries to place that item on the ground, the game crashes "item is already placed".
- cloned Orb of Radiance does not glow
- cloned Uggardian does not have the flame effect
- cloned cube crashes the editor
- setMouseItem(spawn("dagger")) and variants do not work from console (scripts work ok)
- tables can't be used as table keys in scripts (causes save game serialization error)
- objects that are not anchored to level or party are garbage collected (to workaround this, the spawned item should be added to a level, mouse item or inventory slot)

The update also fixes the following issues in the main game (the original Legend of Grimrock dungeon):
- added check for unnamed prisoners in character generation
- bug fix: mouse look does not work when standing in front of a wall tapestry
- bug fix: when importing a custom portrait, the original portrait becomes "locked" and can't be chosen for other characters
- bug fix: on screen exp indicator displays an incorrect amount of exp when killing an advanced monster with level greater than 1
- bug fix: no exp is gained if a monster is killed by Dismantler's lightning effect or Icefall Hammer's frost burst effect
- bug fix: when the cube crushes a monster, monster's death effect is played multiple times if the cube moves back and forth
- bug fix: game refuses to start if the documents folder is mapped to a network location
- bug fix: "Level up!" text above attack frames does not scale with resolution
- bug fix: tooltips are buggy in 2560x1600 resolution
- bug fix: exp is awarded to wrong characters if party marching order is changed before damage is dealt (e.g. cast fireball, reorder champions before fireball kills a monster)
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Neikun
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by Neikun »

We're almost there!
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Lilltiger
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Joined: Sun Sep 16, 2012 1:12 am

Re: Release Candidate 2 (version 1.3.1) is out!

Post by Lilltiger »

No plans at all to add/modify an onItemPickup that triggers on inventory items?
I would like to know as a feature like that is essentially to my mod, and would be pretty pointless for me to continue develop it if that is the case.
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petri
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by petri »

Unfortunately finishing work in progress stuff and fixing bugs had priority so I didn't have time to add this. Now we are preparing for the launch and only consider fixing critical bugs at this point.
Lilltiger
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Joined: Sun Sep 16, 2012 1:12 am

Re: Release Candidate 2 (version 1.3.1) is out!

Post by Lilltiger »

petri wrote:Unfortunately finishing work in progress stuff and fixing bugs had priority so I didn't have time to add this. Now we are preparing for the launch and only consider fixing critical bugs at this point.
That is fully understandable, and my mods are still quite far from done as they adds some totally new gameplay features. All I want to know is if it will be added, so i can go ahead with my project or move along to something else.
From your answer it sounds like there is hope for it to be added after the 1.0 release.
Could you tell us a a little about the plans you have for when the Editor is out of beta, will new functions be added or will there only be bug-fixes?
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petri
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by petri »

We haven't decided yet. We'd like to not plan too far for once :)
Lilltiger
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by Lilltiger »

petri wrote:We haven't decided yet. We'd like to not plan too far for once :)
Ahh ok, guess ill put my modding on hold then till I know :/ although I think people would have enjoyed the new types of puzzles etc.
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petri
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by petri »

Lilltiger wrote:
petri wrote:We haven't decided yet. We'd like to not plan too far for once :)
Ahh ok, guess ill put my modding on hold then till I know :/ although I think people would have enjoyed the new types of puzzles etc.
Sorry to hear that. I'm sure there are plenty of other types of puzzles that can be done without the inventory hooks though.
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Wolfrug
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by Wolfrug »

First post here, hi! I'm completely taken by your dungeon editor, and have been learning how to script in Lua from (practically) scratch. Fun stuff!

I've got two crash-to-desktops to tell you about right off the bat, not sure how urgent they are but:

If you press the Stop button in the dungeon preview while resting, it CTDs. Maybe not so important when actually in game.

If you add a onRest hook but not a onWakeUp hook (even if it's just an empty function) it crashes when you try to 'wake up'. This one might be more puzzling for some, so it might be good to fix it?

Error log for the second error (first one is really easy to test):

Code: Select all

[string "Party.lua"]:0: attempt to call field 'onWakeUp' (a nil value)
stack traceback:
	[string "Party.lua"]: in function 'wakeUp'
	[string "GameMode.lua"]: in function 'mousePressed'
	[string "GameMode.lua"]: in function 'update'
	[string "DungeonEditor.lua"]: in main chunk
	[C]: in function 'xpcall'
	[string "DungeonEditor.lua"]: in function 'preview'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk
stack traceback:
	[C]: in function 'error'
	[string "DungeonEditor.lua"]: in function 'handleError'
	[string "DungeonEditor.lua"]: in function 'preview'
	[string "DungeonEditor.lua"]: in function 'update'
	[string "Grimrock.lua"]: in main chunk

OS Version 5.1

OEM ID: 0
Number of processors: 2
Page size: 4096
Processor type: 586

Total memory: 3327 MB
Free memory: 1731 MB

Display device 0:
  Device name: \\.\DISPLAY1
  Device string: NVIDIA GeForce GTX 460
  State flags: 08000005

Display device 1:
  Device name: \\.\DISPLAYV1
  Device string: NetMeeting driver
  State flags: 00000008

Display device 2:
  Device name: \\.\DISPLAYV2
  Device string: RDPDD Chained DD
  State flags: 00000008

Try my Mordor: Depths of Dejenol LoG-ification. Feedback much appreciated!
Lilltiger
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Re: Release Candidate 2 (version 1.3.1) is out!

Post by Lilltiger »

petri wrote:
Lilltiger wrote:
petri wrote:We haven't decided yet. We'd like to not plan too far for once :)
Ahh ok, guess ill put my modding on hold then till I know :/ although I think people would have enjoyed the new types of puzzles etc.
Sorry to hear that. I'm sure there are plenty of other types of puzzles that can be done without the inventory hooks though.
Sure there is, that is what all others are working on, and some of them will be great. But when you spent a great deal a time to get something quite unique to work, and then realize it will never work you kinda lose the interest in making something else.
Ohh well, I guess i'll take a peak from time to time to see if something like that is added.
Good luck with the editor and the public release, good job all in all.
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