[MOD] LABYRINTH OF LIES - v3.6 Release

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Adrageron
Posts: 203
Joined: Thu Nov 08, 2012 1:22 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by Adrageron »

Hi, Akroma!
Congradulations with accomplishing your titanic work! :)
Started playing. The mod is much better now (I'm played an old version a year ago) Well done! 8-)
But I'm shamefully stuck in the first level :? Cannot open an iron door or find the key for rusty lock with cross.
SpoilerShow
Used all 3 iron keys, found and used 4 blue gems, converted 1 party member into a ranger in the tomb, kicked ogre to the death, found 2 green gems... and now I have no clue what to do to, there is no stairs down where it was in the old version...
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by akroma222 »

Adrageron!
Good to hear from you :D
Yes indeed, tricky business... you will find as one of the new additions there are
SpoilerShow
many destructible cave ins and destructible walls - the walls are more obvious than the cave ins... i am sure you will find something behind a cave in ;)
Fantastic that you are having another run at the Labyrinth!
Keep me posted :)

Akroma
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by minmay »

Casting some or all of your projectile spells (light missile, magic arrow, not sure which others) when an enemy is partially in your tile (e.g. an attacking spider) will result in a crash like this one:

Code: Select all

#fxScripts:85: attempt to index field 'node' (a nil value)
stack traceback:
	[C]: in function 'error'
	[string "ScriptInterface.lua"]: in function 'setParticleSystem'
	#fxScripts:85: in function <#fxScripts:77>
	[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
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Banaora
Posts: 162
Joined: Wed Jun 05, 2013 9:39 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by Banaora »

Bug hunting squadron is back 8-)
When fighting one of those oozes near the first shadowlight altar I got the following crash:
SpoilerShow
[string "SoundSystem.lua"]:0: Trying to play non-mono 3D sound: mod_assets/sounds/akroma/sx_wallbreaking.wav
stack traceback:
[C]: in function 'play'
[string "SoundSystem.lua"]: in function 'playSound3D'
[string "Monster.lua"]: in function 'playSound'
[string "Monster.lua"]: in function 'enter'
[string "FSM.lua"]: in function 'setState'
[string "Monster.lua"]: in function 'die'
[string "Monster.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "BurstSpell.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
I think it happens when it dies.
[Edit] I fixed this error by converting the mentioned wav-file to mono.
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by minmay »

Casting ice healing will always result in a crash. Your code has:

Code: Select all

if (caster:getItem(7) ~= nil and caster:getItem(7).name == "magic_sphere") or (caster:getItem(8) ~= nil and caster:getItem(8).name == "magic_sphere") then 
    local heal_amount = math.random(3,5)*skill
else
    local heal_amount = math.random(2,3)*skill
end
followed by

Code: Select all

party:getChampion(character_to_heal):modifyStat("health", heal_amount)
heal_amount will always be nil. This is because when you declare "local heal_amount" inside an if block, it will go out of scope when the block ends.
You need to change the code to something like the following:

Code: Select all

local heal_amount
if (caster:getItem(7) ~= nil and caster:getItem(7).name == "magic_sphere") or (caster:getItem(8) ~= nil and caster:getItem(8).name == "magic_sphere") then 
    heal_amount = math.random(3,5)*skill
else
    heal_amount = math.random(2,3)*skill
end
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minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by minmay »

In conjurorglovesEquip() you try to spawn a "conjuror_hat" item. Unfortunately, that is not an item that actually exists, and causes a crash. I think you wanted to spawn another pair of "conjuror_gloves" instead.
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User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by akroma222 »

Hey folks!
That is bad news!! (but great that you found and reported them bugs)
All of the above problems are now fixed and I am uploading 3.1 to Nexus as I type this...

Conjuror gloves - as you said minmay - meant gloves not hat! ;)
killing stone slime (11) - changed sound
ice healing (while Wizard's Runesphere is equipped to caster) was calling a particle effect that did not exist - fixed now

custom projectile spells while monster is attacking in front of party.... I have posted about this before but didnt find a solution -
I have taken the lazy route here and made it so these spells can not be cast while a monster is in front of the party
"Need more space to cast this spell - fizzle.."

Will let you know once 3.1 is up on nexus :D
I will also post work arounds in case these are causing people real hassles and dont want to restart

Thanks again folks!
Akroma
minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by minmay »

You have a typo in tome_angry:

Code: Select all

champion:addTrait("aggressived", true)
This does nothing, since there is no trait called "aggressived".
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minmay
Posts: 2789
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Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by minmay »

Completely stuck on levels 11/12:
SpoilerShow
Image
I have 3 pieces of mine reactor ore. I understand the fourth one is in the ancient temple, which I have no clue how to get into.
I have 4 amethyst gems, 2 red gems, 2 blue gems, a crystal gem, a black gem, a green gem, 2 brass keys, an Ancient Crypt Key, and a Mineral Key; haven't found any place to use them.
Grimrock 1 dungeon
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User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)

Post by akroma222 »

Nice work minmay!!

There is a secret room that is accessible from the mine worker quarters (with broken beds n such)
The button is hidden...
SpoilerShow
behind some wooden planks - the clue for this is written in a note you find in the room
You should then be able to progress :D

Akroma
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