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custom map crash after an export (help)

Posted: Sat Dec 29, 2012 8:28 pm
by hyteria
hello everyone and sorry if i posted on wrong section

well sorry for my english too
i will try to explain
i just finished a custom lvl with the grimrock editor , all seems to work on preview mode , well i mean i get no error on script or else
i did the export and then when i tried to launch a party the game crash with an error on a script ,that i dont understand , i m not a dev ((( )

can someone help ? i can send the error on MP

many thx for those who can

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 10:02 pm
by msyblade
Hello And welcome ! Without seeing an error log, my guess is that its the intro.lua in your mod_assets/cinematics folder (crashes after picking party, but before starting, correct?) my double guess is that the showImage is having a compatibility issue. Does the error log refer to a .dds or.tga file?

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 10:11 pm
by hyteria
in fact it seems to be a script error , all my script crash after the export (but they work on preview)

this is the error log

[string "Teleporter.lua"]:0: attempt to index field 'map' (a nil value)
stack traceback:
[string "Teleporter.lua"]: in function 'teleportEntity'
[string "Teleporter.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

OS Version 6.1

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 8078 MB
Free memory: 4450 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: Intel(R) HD Graphics 4000
State flags: 00000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: Intel(R) HD Graphics 4000
State flags: 00000000

Display device 2:
Device name: \\.\DISPLAY3
Device string: Intel(R) HD Graphics 4000
State flags: 00000000

Display device 3:
Device name: \\.\DISPLAY4
Device string: NVIDIA GeForce GT 630M
State flags: 00000000

Display device 4:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00000008

Display device 5:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008

Display device 6:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008



many thanks for help and sorry for my english

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 10:19 pm
by hyteria
i can play but every time in game a script launch , the game crash

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 10:38 pm
by Brodie301
If I'm not mistaken you have a tele connected to a script that has the word map in it and the map syntax portion is not correct.

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 10:44 pm
by Pandafox
I got the same error before because of my teleporter script was wrong.
Here you can see a teleporter script to teleport the party to a special place.
the place is 10, 24, 3, party.level
= x:10 y:24 facing:3 level:party level

Don't forget to destroy the teleporter after using if it is a temporary teleporter ;)

function teleporteurmagique()
temporaryteleporter0 = spawn("teleporter", party.level, party.x, party.y, party.facing, "temporaryteleporter")
:setInvisible(false)
:setSilent(false)
:setTriggeredByParty(true)
:setTriggeredByItem(false)
:setTriggeredByMonster(false)
:setTeleportTarget(10,24,3,party.level)
:activate()
end

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 10:58 pm
by msyblade
Please paste the contents of that "teleporter.lua" file for us to look at ;)Any script that points to that lua would be helpful also.

Re: custom map crash after an export (help)

Posted: Sat Dec 29, 2012 11:02 pm
by hyteria
i used this script from this forum by the way , i think i understand the problem but unfortunally i don t know how to fix it :(

tp_index = 1
function teleportBack()
if party.facing ~= 3 then
x = party.x
y = party.y
l = party.level
f = party.facing
if findEntity("tp3_"..tp_index-1) then
tpCleanUp()
end
hudPrint("i feel dizzy...")
spawn("teleporter",l,x,y,f,"tp3_"..tp_index)
findEntity("tp3_"..tp_index):setInvisible(false)
findEntity("tp3_"..tp_index):setHideLight(true)
findEntity("tp3_"..tp_index):setSilent(true)
findEntity("tp3_"..tp_index):setScreenFlash(false)
findEntity("tp3_"..tp_index):setSilent(true)
findEntity("tp3_"..tp_index):setTriggeredByParty(true)
findEntity("tp3_"..tp_index):setTeleportTarget(x-1,y,f,l)
tp_index = tp_index + 1
else
tpCleanUp()
end
end

function tpCleanUp()
if findEntity("tp3_"..tp_index-1) then
findEntity("tp3_"..tp_index-1):destroy()
end
end

Re: custom map crash after an export (help)

Posted: Mon Dec 31, 2012 3:13 pm
by hyteria
well , i think the best choice is to remove this puzzle from my dungeon :S
i m not skilled enough to solve the problem

thx anyway and have a good day everybody

you can close the tread