[MOD] LE PRIX DE LA LIBERTE (french & English language)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
ORYX
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Location: Paris, FRANCE

Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by ORYX » Sun Aug 18, 2013 9:16 pm

RMariano wrote:wow - just wow..... ;)

Thank you !!
Enjoy the adventure.

ORYX
Posts: 41
Joined: Sat Aug 17, 2013 1:56 pm
Location: Paris, FRANCE

Re: [MOD] LE PRIX DE LA LIBERTE (french language)

Post by ORYX » Sun Aug 18, 2013 9:18 pm

eLPuSHeR wrote:It looks superb judging from posted screenshots.
thanks !

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Dr.Disaster
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Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by Dr.Disaster » Mon Aug 19, 2013 6:02 am

Found a bit more french text but it's not of great concern: the scroll with the bomb recipes and the ingredients needed for them are not translated.

Bug/glitch:
- when a filled flask is used (no matter what content) on a character's portrait the flask is destroyed
- when a filled flask is right-clicked to drink it's content the empty flask ends up on the mouse cursor

EDIT
I managed to find something inside the mod that crashes LoG.
SpoilerShow
The walking pits on level 16: when i step back onto the entry square instead of following the pits LoG crashes. Win7 hands me this information; no idea if it will help alt all.
Problem signature:
Problem Event Name: BEX
Application Name: grimrock.exe
Application Version: 0.0.0.0
Application Timestamp: 5115140b
Fault Module Name: grimrock.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 5115140b
Exception Offset: 00041c9e
Exception Code: c0000409
Exception Data: 00000000
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1031
Additional Information 1: 83c3
Additional Information 2: 83c3cbb730cacefd70abc12d80e379cb
Additional Information 3: 6226
Additional Information 4: 6226ea515734023cb41576f7ffb39bf2

LoG's error.log shows this:
#script_entity_34:37: duplicated entity id
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'spawn'
#script_entity_34:37: in function <#script_entity_34:35>
[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 "PressurePlate.lua"]: in function 'pressed'
[string "PressurePlate.lua"]: in function 'updateState'
[string "PressurePlate.lua"]: in main chunk
[string "MessageSystem.lua"]: in function 'sendMessage'
[string "Map.lua"]: in function 'moveEntity'
[string "Party.lua"]: in function 'setPosition'
[string "Party.lua"]: in function 'update'
[string "Party.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: 6135 MB
Free memory: 2570 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 460
State flags: 08000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 460
State flags: 00000000

Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00200008

Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008

Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008

ORYX
Posts: 41
Joined: Sat Aug 17, 2013 1:56 pm
Location: Paris, FRANCE

Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by ORYX » Mon Aug 19, 2013 7:30 pm

OK dear Dr D. I see for this bug... and i realized ....
He was not expected to return to this pressure plate... Sorry. I'll fix it to the next version...


The translation for the French Bomb ! :lol:

pierre de lune = moonstone
salepetre = saltpeter
poudre a canon = gunpowder
SpoilerShow
It is necessary to discover the scroll and then melt the golden statues to create random ingredients .
To drink the Water Flask, use the right-click only.
NB : Thank you so much at Skuggasveinn for the contribution. (Water Fountains).

eLPuSHeR
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Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by eLPuSHeR » Mon Aug 19, 2013 8:39 pm

I am downloading it now.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)

ORYX
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Location: Paris, FRANCE

Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by ORYX » Mon Aug 19, 2013 8:44 pm

eLPuSHeR wrote:I am downloading it now.
Good game ! :D

eLPuSHeR
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Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by eLPuSHeR » Mon Aug 19, 2013 9:08 pm

Well. Started playing it. It says it needs 1920x resolution and level 10 characters. How do I accomplish the leveling up of my party?
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)

ORYX
Posts: 41
Joined: Sat Aug 17, 2013 1:56 pm
Location: Paris, FRANCE

Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by ORYX » Mon Aug 19, 2013 9:37 pm

eLPuSHeR wrote:Well. Started playing it. It says it needs 1920x resolution and level 10 characters. How do I accomplish the leveling up of my party?
Hello.

You must import four characters from an old game.
Function IMPORT at Creating characters.

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Dr.Disaster
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Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by Dr.Disaster » Mon Aug 19, 2013 10:53 pm

eLPuSHeR wrote:Well. Started playing it. It says it needs 1920x resolution and level 10 characters. How do I accomplish the leveling up of my party?
Did it say 1920x required? Can't recall but i'm pretty sure it will work in lower resolutions too. In 1920x it will require a good GPU.

As for the party: either import an old party or create a new one with the mod "Wisdomizer" and lvl them up to what you need. I went with a fresh default LoG party; starting was a bit slow but once they lvled a few times going got fine.

ORYX wrote:To drink the Water Flask, use the right-click only.
NB : Thank you so much at Skuggasveinn for the contribution. (Water Fountains).
Well at least it's not that bad when a flask gets destroyed
SpoilerShow
because the glassblower creates any needed number
Another problem/bug/glitch, not really sure what it actually is.
While i can't make out a difference it appears that not all blue/red/green gems are the same. At least they can't be re-used. I usually keep gems on me for later use but here i always need to find those gems belonging to the area i'm in to get the daemon heads to work, even when i got the right color and number of gems.
Also some daemon mouths do destroy the inserted gem when it's not a green one.

Aaand i guess i could use a little help
SpoilerShow
at Mysteriam Zoo:
the messages "... with rage!" and ".. with anger!" beside the heads represent the gem colors to put in with rage being very likely red and anger prolly green. Yet i can't get those heads to work and i got at least three gems of each color on me.
Last edited by Dr.Disaster on Thu Aug 22, 2013 8:38 am, edited 1 time in total.

ORYX
Posts: 41
Joined: Sat Aug 17, 2013 1:56 pm
Location: Paris, FRANCE

Re: [MOD] LE PRIX DE LA LIBERTE (french & English language)

Post by ORYX » Mon Aug 19, 2013 11:16 pm

SpoilerShow
In level of Mysteriam Zoo, you must find the 2 red gems & 2 green gems found in the same level... Unfortunately there's no difference between the others gems from the game...
Only chance... Reload an old save game and compare the inventories...

Maybe I should change these four gems in unique and distinguishable object.
For others gems, you should melt in gold coins !!!!

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