[MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by ene »

I'm in level 7, which is really fun with the portables bridges, plenty to see there.

Unfortunately, i had to stop because of a crash:

Image

The crash occurs just before destroying the pilliar

Code: Select all

mod_assets/scripts/objects.lua:1951: attempt to index global 'dark_stone_saeule_high_deco' (a nil value)
stack traceback:

	mod_assets/scripts/objects.lua:1951: in function 'onDie'
	[string "Blockage.lua"]: in function 'damage'
	[string "Combat.lua"]: in function 'damageTile'
	[string "ProjectileSpell.lua"]: in function 'onProjectileHit'
	[string "Projectile.lua"]: in function 'update'
	[string "ProjectileSpell.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
Date release is 27-03-17. I assume it's the latest version ?

The rate regeneration in level 6 (the caves) is insane, kills a bit the fun (to me). A note somewhere telling to rush straight to the boss would have been most welcome :lol: This parts is almost unplayable seriously, I was about to give up (playing on normal).. it's a shame because your mod is good otherwise, lots of original ideas, and a good atmosphere too.

Thanks for fixing the bug if you can, i'd like to be able to build more bridges (really fun :D :lol:)
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maneus
Posts: 246
Joined: Mon Jun 17, 2013 10:42 pm
Location: Switzerland

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by maneus »

Hello ene, thank you for your interest in "Lucretius´s Thunder" and for reporting a crash.
In the editor all works well.

The "dark_stone_saeule_high_deco" is the same pillar object you have to destroy at level 7 just for level 8 that you will see if you are under water. Maybe I delete it on level 8, so the crash shouldn´t appear again.

I will take a look at the little critters spawning timer at level 6.

For the wooden planks: No need for creating more than one "wooden plank". You can go your way with one plank only. ;)


The version from 27 March 2017 isn´t the latest. I will upload the latest version next week together with an updated 1st post.
In the latest version the game is fully playable from level 1 till 11.
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by ene »

maneus wrote: Tue Aug 06, 2019 12:42 am I will take a look at the little critters spawning timer at level 6.
Thanks maneus, appreciated ;) That was a hell of a fight there :lol:
maneus wrote: Tue Aug 06, 2019 12:42 am For the wooden planks: No need for creating more than one "wooden plank". You can go your way with one plank only. ;)
Ah ? :lol: ok .. well I guess i really like to build portable bridges then :)
maneus wrote: Tue Aug 06, 2019 12:42 am The version from 27 March 2017 isn´t the latest. I will upload the latest version next week together with an updated 1st post.
In the latest version the game is fully playable from level 1 till 11.
Much appreciated, thanks ;)
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maneus
Posts: 246
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Location: Switzerland

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by maneus »

Updated my first post. Now the latest version is ready to download.
Elkedacion
Posts: 17
Joined: Thu Mar 21, 2013 8:12 pm

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by Elkedacion »

Where is Earth Rune?
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maneus
Posts: 246
Joined: Mon Jun 17, 2013 10:42 pm
Location: Switzerland

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by maneus »

Answered it via PM.

PLEASE: No walkthrough mod questions here in this thread.

For such questions please send me a PM and I will answer it as fast as I can. Thanks for your understanding.
Elkedacion
Posts: 17
Joined: Thu Mar 21, 2013 8:12 pm

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by Elkedacion »

I have the same problem as ene
LV7 as soon as I want to break the column the game falls.
But once I broke it. But I had to load the save before breaking it. And now the game will crash everywhere in this place.
SpoilerShow
mod_assets/scripts/objects.lua:1934: duplicated entity id
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'spawn'
mod_assets/scripts/objects.lua:1934: in function 'onDie'
[string "Blockage.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "ProjectileSpell.lua"]: in function 'onProjectileHit'
[string "Projectile.lua"]: in function 'update'
[string "ProjectileSpell.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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maneus
Posts: 246
Joined: Mon Jun 17, 2013 10:42 pm
Location: Switzerland

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by maneus »

Hm... Have you loaded the newest version I posted in my first post?

If yes and the problem occurs on then open the console and type in:

Code: Select all

party:setPosition(27,27,2,7)
But don´t forget to take a "wooden planks (nailed together" item with you. :D
Elkedacion
Posts: 17
Joined: Thu Mar 21, 2013 8:12 pm

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by Elkedacion »

I have the current version of the mode.
I recorded level 6 autosave and smashed the column. Okay
So I tried to save again before the crash. And the game crash again.

I went straight to the pillar from the autosave and shot it at a distance.
Save which falls. It's with the map explored.

EDIT:
Interestingly.
There's another column. It is closer to the beginning of the level. I broke it before. In the previous save. And now the game began to fall at him.
SpoilerShow
mod_assets/scripts/objects.lua:1934: duplicated entity id
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'spawn'
mod_assets/scripts/objects.lua:1934: in function 'onDie'
[string "Blockage.lua"]: in function 'damage'
[string "Champion.lua"]: in function 'basicMeleeAttack'
[string "Champion.lua"]: in main chunk
[string "Champion.lua"]: in function 'attack'
[string "AttackPanel.lua"]: in function 'select'
[string "AttackPanel.lua"]: in function 'drawItemSlot'
[string "AttackPanel.lua"]: in function 'update'
[string "AttackPanel.lua"]: in function 'update'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
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maneus
Posts: 246
Joined: Mon Jun 17, 2013 10:42 pm
Location: Switzerland

Re: [MOD] "Lucretius´s Thunder" - A WH40k Fan-mod

Post by maneus »

I have send you a PM. I tested it several times and got no crashes.

In an older version the destructible pillar spawned a new object and by killing both pillars at level 7 two new objects would be spawned at the same place and with the same name. I deleted the line in the object-script in the current version.
So there is nothing that could cause a crash by the pillars anymore.
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