Page 1 of 3

Log 1-Final release: Kathzora's Quest: ON hold

Posted: Wed Oct 14, 2015 7:20 pm
by trancelistic
Seems that this post is irrelevant/

Ignore below. I will post it once it is done.

Hey all. I've been busy all my life and not have much time to make a MOD, or learn a MOD...
But I decided to hurry it up and release this Log 1 MOD, meaning I don't want to put in any advanced stuff.
I am not pro as the others but I think you will like my dungeon:)
I did not used any pro altering like the others did in log 1. But it doesn't mean its a bad MOD. Its a nice adventure. Just try it ok.
Ps: I have no idea about how to upload to steam or nexusmods. Perhaps some 1 can help me with that?

Link no longer validdownload link: http://wuest

Kathora's Quest: v 1.21 Final release.

-Concept: Exploring, leveling up and find a way out.

- 13 big levels.
- Premade level 1 party. (fast level up)
- Added 1 extra handy spell.
- Added 2 recipies.
- Finding tresures has a purpose.
- Smart shortcuts preventing backtracing to much.
- Many secrets but not needed to end the game.
- Plenty of food but not to much.
- 3 a 4 songs added with some ambient sounds and a few custum sounds.
- Reconmented difficulty settings normal or hard. ( I playtested it on hard and I liked that best)
- Aprox 10 a 14 hour gametime
- I advise to not use concole cheats like spawn an item.
- Its stable to put note's on the map(s).
- Its been playtested carefully. (about 30 times) It is balanced, if you're smart later on;) No bugs or getting stuck. Ofcourse I could of mistype the English grammer, please ignore that.
(SideNote: 1 room has slightly FPS drops. No idea why but I will not fix that because I do not know how)
- The begin of the dungeon, is like: The levels start easy including the puzzels. As you advance... things will get harder and will be more of a challenge, specialy close to the end of the game.
- Hint: Spellcraft is also needed.
-Note: To use consumable items, like a learning skill book, click on the portrait if RMB ( mouse button 2) doesn't work.
- Note 2: I did not inplented quickbar. Because the real game should be without it.(sorry)

Special thanks to:
- Almost Human.
-Fazzasx for being an awesome (afk) friend.
-Lark for his Led script.
-Isaac for his great help on the fora.
-Komag for his useful scripts on the fora.
-Minaway for his great help on the fora, he sounded so mad to me but he do loves us all<3) Respect for you minaway!
-Grimworld for his spellbook script.
-Daniv for the elemental pressure plates, the high and dark elf models and the Gaurdians.
-Some others I might of forgot, sorry.
-The community<3

Many Thanks to all on the forum.
I hope you will enjoy it as much I've spend time on it<3.

I expect feebback of how I did this MOD. The feedback of the comments might want me to make a good LOG-2 MOD with all scripting power known to men.
Greetz<3


Edit: I mistype the download link... Hi dungeon master:) But link is valid :)

Re: Log 1-Final release: Kathzora's Quest

Posted: Wed Oct 14, 2015 8:19 pm
by Zo Kath Ra
trancelistic wrote:I expect feebback of how I did this MOD.
When I play the mod on the Linux version of LoG1, it crashes after the introduction with this error:

Code: Select all

[string "SoundSystem.lua"]:0: OpenAL incompatible WAV file
stack traceback:
	[C]: in function 'load'
	[string "SoundSystem.lua"]: in function 'defineSound'
	mod_assets/scripts/sounds.lua:171: in main chunk
	[string "Dungeon.lua"]: in function 'import'
	mod_assets/scripts/init.lua:15: in main chunk
	[string "Dungeon.lua"]: in function 'loadInitFile'
	[string "GameMode.lua"]: in function 'loadDungeon'
	[string "GameMode.lua"]: in function 'newGame'
	[string "GameMode.lua"]: in function 'completionFunc'
	[string "CinematicMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
edit:
The mod works fine on Windows 7.
This is (probably) why it doesn't work on Linux:
viewtopic.php?f=14&t=5107&start=160#p60447

Can you upload the mod to http://www.nexusmods.com/ ?

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 2:44 am
by trancelistic
I am not known for linux users.

The Mod works fine for windows xp,7,8 and 10. 32 or 64 bit.


As a side note. I have no idea to make it linux compatable... sorry.

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 2:47 am
by trancelistic
Zo Kath Ra wrote:
trancelistic wrote:I expect feebback of how I did this MOD.
When I play the mod on the Linux version of LoG1, it crashes after the introduction with this error:

Code: Select all

[string "SoundSystem.lua"]:0: OpenAL incompatible WAV file
stack traceback:
	[C]: in function 'load'
	[string "SoundSystem.lua"]: in function 'defineSound'
	mod_assets/scripts/sounds.lua:171: in main chunk
	[string "Dungeon.lua"]: in function 'import'
	mod_assets/scripts/init.lua:15: in main chunk
	[string "Dungeon.lua"]: in function 'loadInitFile'
	[string "GameMode.lua"]: in function 'loadDungeon'
	[string "GameMode.lua"]: in function 'newGame'
	[string "GameMode.lua"]: in function 'completionFunc'
	[string "CinematicMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
edit:
The mod works fine on Windows 7.
This is (probably) why it doesn't work on Linux:
viewtopic.php?f=14&t=5107&start=160#p60447

Can you upload the mod to http://www.nexusmods.com/ ?
Hey you can always hit the escape key to skip the intro ( and the ending)

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 4:23 am
by Isaac
Is it possible that there is a [letter] case error in the given path to the sound file? Windows doesn't care about those, but Linux does.

The error message is about an incompatible sound file... One assumes this means it found it, and it's incompatible; not that it didn't find it... but who knows?

Usually bad sound files are the wrong sampling rate, and/or stereo when they shouldn't be [3d].

@trancelistic You could upload the sound file in question; you might get it back ~made compatible. 8-)

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 4:29 am
by minmay
no it would be "file not found" if that was the case (i'm pretty sure it's also never the case because i'm 99% sure that isn't how grimrock loads resources from dat files)

it happens because trancelistic didn't read the asset definition reference and used wav files that are in the wrong format. they need to be uncompressed, 16-bit, 44100hz* RIFF. your mod is broken on 66% of the versions of grimrock and you should probably fix that

*technically there are some circumstances where other bitrates work but considering the context I don't think it's a good idea for me to mention them

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 4:31 am
by Isaac
minmay wrote:*technically there are some circumstances where other bitrates work but considering the context I don't think it's a good idea for me to mention them
That's a cool thing to know about.

@trancelistic Audacity is free, and can be used to correct your sound file(s).

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 4:34 am
by trancelistic
That is why I love Minaway.

So pure. and direct.

Anyhows I did saved the waves as a 16 bit on the required khz.


The mod plays fine on my 2 pc's and on a very old laptop, who has a single core running win xp.

I do not know what went wrong? It works here....

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 4:50 am
by trancelistic
I dont know why it doesn't work. Here a small video: it works: https://www.youtube.com/watch?v=Ym1LQJU ... e=youtu.be

Re: Log 1-Final release: Kathzora's Quest

Posted: Thu Oct 15, 2015 4:57 am
by Isaac