Game crashes at the 20 minute mark, some kind of spawnertodestroy error message. Do u want the log?
[MOD] TLC book 2 spells added
Re: [MOD] The Lost Continent Book 1 beta released
See? I knew that u were using an awesome sound instead of what we had for the quest success event
:P:P
Game crashes at the 20 minute mark, some kind of spawnertodestroy error message. Do u want the log?
Game crashes at the 20 minute mark, some kind of spawnertodestroy error message. Do u want the log?
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [MOD] The Lost Continent Book 1 beta released
yes please
A trip of a thousand leagues starts with a step.
Re: [MOD] The Lost Continent Book 1 beta released
#script_entity_11:3: attempt to index local 'spawnertodestroy' (a nil value)
stack traceback:
#script_entity_11:3: in function <#script_entity_11:1>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
stack traceback:
#script_entity_11:3: in function <#script_entity_11:1>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Last edited by Omenpapa on Sat Oct 27, 2012 8:38 pm, edited 1 time in total.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [MOD] The Lost Continent Book 1 beta released
sure, just keep it till the OS stuff please.
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [MOD] The Lost Continent Book 1 beta released
Found the problem, Script entity 11 got called when I changed the spawn timers 
A trip of a thousand leagues starts with a step.
-
hannamarin
- Posts: 41
- Joined: Sat Mar 31, 2012 11:48 am
- Location: Yeovil, England, UK
Re: [MOD] The Lost Continent Book 1 beta released
Just checking - I have downloaded the latest beta 1.4 should I be able to play my last save game ? or do I need to start over ?
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [MOD] The Lost Continent Book 1 beta released
You will be able to play your last save, 1.4 was very mostly scripting stuff. However, Omenpapa found a gamecrashing unavoidable bug, I am uploading a fix right now.
done (beta 4a)
done (beta 4a)
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [MOD] The Lost Continent Book 1 beta released
Some Book 2 features I would like to add, tell me what you think, and bring some more ideas.
Marshes and more forest area. I am trying to learn 3d stuff to add some plants as decoration stuff.
New skills:
Farming: plant seeds in good soil to gather more herbs
Hunting: follow tracks to make animals / creatures appear so you can kill them. maybe make it easier to kill them. I am not sure about this one.
Trapping: lay down traps
Archeology: identify and look for OldPeople treasures
New gameplay features:
Global rest (you will have to sleep to remove this one)
Specific wounds (with diagnostic item, localisation (head wounds could reduce will power for example...))
Repair items feature.
A global quest dealing with a Forge of the Gods
Marshes and more forest area. I am trying to learn 3d stuff to add some plants as decoration stuff.
New skills:
Farming: plant seeds in good soil to gather more herbs
Hunting: follow tracks to make animals / creatures appear so you can kill them. maybe make it easier to kill them. I am not sure about this one.
Trapping: lay down traps
Archeology: identify and look for OldPeople treasures
New gameplay features:
Global rest (you will have to sleep to remove this one)
Specific wounds (with diagnostic item, localisation (head wounds could reduce will power for example...))
Repair items feature.
A global quest dealing with a Forge of the Gods
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [MOD] The Lost Continent Book 2 in the works. New pic.
A trip of a thousand leagues starts with a step.
-
hannamarin
- Posts: 41
- Joined: Sat Mar 31, 2012 11:48 am
- Location: Yeovil, England, UK
Re: [MOD] The Lost Continent Book 2 in the works. New pic.
That looks excellent and the additions sound good.
Have 'Almost Human' said anything about making levels more than 1 block high ?
If that was possible then outdoor scenes would be easier and also allow for really large creatures.
Possibly they can allow an option for outside levels which would automatically be higher.
How about villages - I know the level size is a bit limited and that a number of levels would have to be stitched together to make it work. Possibly using a temple to transport to various parts - only a few creatures in the village area.
Forest areas which have to be hacked through.
And is it possible to have NPC's who can give quests or information ?
Invisible or illusionary walls ? to confuse the explorer.
Obviously new creatures, new spells, new plants etc if time allows.
Ability to repair weapons and armour - as having to go back to the beginning of the first part to get new weapons can be a chore when battling hordes of creatures.
Have 'Almost Human' said anything about making levels more than 1 block high ?
If that was possible then outdoor scenes would be easier and also allow for really large creatures.
Possibly they can allow an option for outside levels which would automatically be higher.
How about villages - I know the level size is a bit limited and that a number of levels would have to be stitched together to make it work. Possibly using a temple to transport to various parts - only a few creatures in the village area.
Forest areas which have to be hacked through.
And is it possible to have NPC's who can give quests or information ?
Invisible or illusionary walls ? to confuse the explorer.
Obviously new creatures, new spells, new plants etc if time allows.
Ability to repair weapons and armour - as having to go back to the beginning of the first part to get new weapons can be a chore when battling hordes of creatures.
