FINISTERRAE version 2.3

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RetroGamerUK
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Joined: Thu Sep 05, 2013 7:45 pm
Location: Rochdale, U.K.

Re: FINISTERRAE version 1.5

Post by RetroGamerUK »

Duncan1246 wrote:I have made a walkthrough, you can found it here : http://www.nexusmods.com/legendofgrimro ... ile?id=285.
It can help you to figure out where to go first, what to do next, what are the goals, and where to be careful. All the riddles, the messages of all kind (or almost all...) are reproduced in the text in the maps where you found them.
Some puzzles are solved or some hints are given to solve them, but, I agree, it isn't a complete solution. Sorry... :cry:
A complete walkthrough is very challenging to make, because you can follow almost every path from the beginning of the game, and a simple question like "where is the key I need here?" can becomes a difficult one following your path... I hope I will got an idea of how to do that.
Anyway, if you are stuck or don't understand something, ask here...
Duncan
Ahh yes I have that one, it is part of the mod file archive that I downloaded. Sadly, as you've stated, it's more of a guide with hints than an actual walkthrough.
I can appreciate how tricky is would be to write a full walkthrough for such a complex and open, non-linear world such as this, I just thought I would ask in case you had one.. Not to worry, thanks anyway ;)

I think I've gone too far and left too many unsolved puzzles, I have so many scrolls and notes that I've had to store some in one of my storage facilities, along with a mountain of food, about 20 long swords, and various other items.
One question I have though, the magic rune tablets, are they to be used often in different areas? or just under the cape?
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Duncan1246
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Re: FINISTERRAE version 1.5

Post by Duncan1246 »

RetroGamerUK wrote:...I think I've gone too far and left too many unsolved puzzles, I have so many scrolls and notes that I've had to store some in one of my storage facilities, along with a mountain of food, about 20 long swords, and various other items.
One question I have though, the magic rune tablets, are they to be used often in different areas? or just under the cape?
The carved runes are used almost everywhere in some places underground, like Cian's Mausoleum or Tower's Candles, they are necessary to open some secret doors, activate some teleporters... If you don't have it, you can find another full sack in Twisted Forest, under the beacon of Life, another also in the entrance of the Nemedian Castle in the NE. To sort the texts, choose ONE path: Fir Bolg or Milesians or even Nemedians and read only the texts speaking of that people, its links with the elements and the substances (so the runes symbols). Now, choose your dungeon, and apply your new knowledge... some puzzles will be very simple to solve if you do it that way! :D
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: FINISTERRAE version 1.5

Post by minmay »

Duncan, you really need to read section 2 of this post.

You keep breaking savegames with your hook constructs in places like script_entity_55:

Code: Select all

function glue()
fw.script:set('party.Finisterrae.onPickUpItem',function(hook,party,item)
	if not unsealpwg() and party.go.elevation==1 then
		hudPrint("You can't pick it")
		return false end
	end)
end
The anonymous function you define here attempts to call unsealpwg() in the function's environment. When you originally create the function from this closure, its environment is script_entity_55's ScriptComponent's environment, so it works.
When the game is saved, it will find the function in fw.script and serialize it.
Obviously, it is not possible to serialize the environment of a function unless you serialize the entire state of the LuaJIT VM, which would be a bad idea. But different functions will have different environments, so the game needs some way to decide what the environment of a function should be when it is loaded. It does that by simply using the ScriptComponent environment that the function was first referenced in.
When the game is loaded, in this case, that ScriptComponent will be fw.script. So the loaded function's environment becomes fw.script's. Which means it tries to call unsealpwg() in fw.script, where it doesn't exist, causing the game to crash if the player tries to pick up an item. They can only fix this by using the console, the save editor, or finding the hidden floor trigger that removes or overwrites the hook.
NEVER put code in an fw hook function that depends on the environment being a specific ScriptComponent's. If you want to call your unsealpwg function inside the hook, you MUST do it like this:

Code: Select all

function glue()
fw.script:set('party.Finisterrae.onPickUpItem',function(hook,party,item)
	if not script_entity_55.script.unsealpwg() and party.go.elevation==1 then
		hudPrint("You can't pick it")
		return false end
	end)
end
This hook is just one example. There are many more instances of the same problem in your mod.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Duncan1246
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Re: FINISTERRAE version 1.5

Post by Duncan1246 »

minmay wrote:Duncan, you / ... / ]This hook is just one example. There are many more instances of the same problem in your mod.
Your example is very clear , point out some loans I made without understanding fully how these objects works, seems easy to fix one by one but a question first:
Do you know a method to detect this very type of bug?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: FINISTERRAE version 1.5

Post by minmay »

Duncan1246 wrote:
minmay wrote:Duncan, you / ... / ]This hook is just one example. There are many more instances of the same problem in your mod.
Your example is very clear , point out some loans I made without understanding fully how these objects works, seems easy to fix one by one but a question first:
Do you know a method to detect this very type of bug?
Detecting this automatically is probably an undecidable problem. But fw.script.set() calls are probably the only place you've made this mistake, and a quick grep shows that the only fw.script.set() calls you've added are in your dungeon.lua. So just use your favourite text editor to search your dungeon.lua for "fw.script.set" and look at the functions one by one, it looks like you have 16 of them.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Duncan1246
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Re: FINISTERRAE version 1.5

Post by Duncan1246 »

minmay wrote:
Duncan1246 wrote:
minmay wrote:Duncan, you / ... / ]This hook is just one example. There are many more instances of the same problem in your mod.
Your example is very clear , point out some loans I made without understanding fully how these objects works, seems easy to fix one by one but a question first:
Do you know a method to detect this very type of bug?
Detecting this automatically is probably an undecidable problem. But fw.script.set() calls are probably the only place you've made this mistake, and a quick grep shows that the only fw.script.set() calls you've added are in your dungeon.lua. So just use your favourite text editor to search your dungeon.lua for "fw.script.set" and look at the functions one by one, it looks like you have 16 of them.
Thanks! I will do that
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 1.5

Post by Duncan1246 »

Well...seems too easy : I have found three occurences of fw.script with function call like in the Minmay example (scripts 51, 55 and magnet.script). The others fw script calls use only local variables defined in the fw.script, so I think I am good on this point...
These fixes will be included in the next version, but I hope I can add some improvements before I upload it
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.0

Post by Duncan1246 »

Version 2.0 released on Nexus

The amount of texts of all kinds was a true difficulty for the players: no place to store them, no way to find a specific one.
This version add a player library with a book interface. The important texts are stored and organized by script, each text has a title to select it, the readout is full screen.
In addition, a mission system show the missions started and gives the next step to reach. It shows also when it's done...
Tested in game, no save-load issue detected.

I hope this really improves the mod and the player gameplay
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Nathaniel
Posts: 111
Joined: Sun Jul 26, 2015 9:09 pm
Location: Ukraine

Re: FINISTERRAE version 2.0

Post by Nathaniel »

Duncan1246 wrote:Version 2.0 released on Nexus...
I just insanely happy about this news! :D :D :D

I sincerely congratulate you on the release! I will start a new game in the near future. December 7, left, and the latest addition to the project "Sea Dogs: To Each His Own", which I wrote to you in personal correspondence.

But this news, perhaps, will close them very far and long... :mrgreen:
Although I have yet to win twice the Island Master in the original game. I have decided myself to complethe the game on the highest difficulty.
Legend of Grimrock 1.3.7
Legend of Grimrock II 2.3.3
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Isaac
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Re: FINISTERRAE version 2.0

Post by Isaac »

Nathaniel wrote:Although I have yet to win twice the Island Master in the original game. I have decided myself to complethe the game on the highest difficulty.
One of the most intense gaming experiences for me in years; and my first LoG2 play. It took me a few months to complete the game in Ironman with single use crystals. I did keep the automap feature; it took a bit longer for me because I truly knew nothing of the maps, and all in the game was new to me.
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