[MOD] Journey To Justice v2.1

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THOM
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Re: [MOD] Journey To Justice v2.0

Post by THOM » Fri Jul 15, 2022 9:35 am

Good catch! - I've used the wrong way of switching off an obstacle there.

Is corrected in an forthcoming update.
THOM formaly known as tschrage
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flatline
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Re: [MOD] Journey To Justice v2.0

Post by flatline » Sat Jul 16, 2022 7:12 pm

Started the mod - have to say the
SpoilerShow
black snail room early on in the town cellar is a real downer. Picked up the egg, instant "gotcha"snails appear, and then I get killed by a prompt saying I'm covered in poison slime. Unfortunately I saved just after picking up the egg and now my save has roughly 30 seconds before killing me. I guess I'll start over.

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THOM
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Re: [MOD] Journey To Justice v2.0

Post by THOM » Sun Jul 17, 2022 12:45 am

Hey flatline
SpoilerShow
you can try to leave that slug room and then avoid it completely. It's anyway optional.
THOM formaly known as tschrage
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ilovemazes99
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Re: [MOD] Journey To Justice v2.0

Post by ilovemazes99 » Thu Aug 04, 2022 6:45 pm

Hi,

I just started playing. I'm by leech lake. I've had 2 crashes and I haven't seen them mentioned on any forum.

Right in the beginning and solving the initial lever puzzle to get into the main area, right when I step through the gate, I get a crash as follows:

#script_entity_59.script:4: attempt to index global 'zarchton_diving_19' (a nil value)
stack traceback:
#script_entity_59.script:4: in function <#script_entity_59.script:1>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "FloorTrigger.lua"]: in function 'activate'
[string "FloorTrigger.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[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 used setPosition to put me one square in front and the game did not crash and I continued. When I step back into that problem square from the other side, the crash happens again, so it seems to be that square.

The second crash happens at the end of the level, when I go through the red windgate. I don't recall the error message exactly, but it had something to do with indexing 'rat_shank_..." There may have been a number after that. I don't remember. Any idea what might be causing these crashes?

Also a hint if possible:
SpoilerShow
By the section with the kings chambers, how do I remove that forcefield?

Also, when I put the green gems in a certain position there is a note that something happens elsewhere. What was that?
Thanks.

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THOM
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Re: [MOD] Journey To Justice v2.0

Post by THOM » Fri Aug 05, 2022 12:17 am

Oh - huh! Have to check both crashes, what happens there...

Concerning your questions:
SpoilerShow
I have no idea, what you mean by "king's chamber". Can you describe it a bit more?

And about the green gems in the pillar: There is an entrance to a secret opening. But indeed it is further away - at a spot where you absolutely have been before...
THOM formaly known as tschrage
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ilovemazes99
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Re: [MOD] Journey To Justice v2.0

Post by ilovemazes99 » Sat Aug 06, 2022 10:18 pm

By the beginning, I literally just walk though the gate after solving the lever puzzle, and it freezes right there with that 'zarchton_diving_19' crash.

This is the crash when I go through the red windgate at the end of the level:

#script_entity_3.script:33: attempt to index global 'rat_shank_1' (a nil value)
stack traceback:
#script_entity_3.script:33: in function <#script_entity_3.script:27>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "FloorTrigger.lua"]: in function 'activate'
[string "FloorTrigger.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[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

It seems to teleport me to what looks like an island and freezes up.

Regarding my other question in the spoiler, I figured it out :D

Thanks.

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THOM
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Re: [MOD] Journey To Justice v2.0

Post by THOM » Sun Aug 07, 2022 1:20 am

There seem to be some commands to inexisting gameobjects.

I'm waiting for some more bug reports from someone else at the moment. As soon as I got them, I will prepare an update.

Sorry for the mess!
THOM formaly known as tschrage
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My MOD (LoG1): Castle Ringfort Thread
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ilovemazes99
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Joined: Thu Aug 04, 2022 10:00 am

Re: [MOD] Journey To Justice v2.0

Post by ilovemazes99 » Sun Aug 07, 2022 8:33 am

I did a little research and discovered a few things:

I had 2 burrowed rat shanks in my bag. I went back to the red windgate at the end of the level, took the rat shanks out of my bag, and went into the windgate, and it worked fine, so there is an issue with having the rat shanks in the bag.

Regarding the first crash, I don't really know. I don't know what the object "zarchton_diving" refers to. I tried putting the water breathing masks and the zarchton harpoon that I had on the ground, but the crash still happened.

Thank you for keeping up with this mod. Been a lot of fun so far!

UPDATE: I did a spawn "object" in the console, and spawned "zarchton_diving" and it spawned a zarchton. Don't know if that helps.

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Re: [MOD] Journey To Justice v2.1

Post by THOM » Tue Aug 23, 2022 10:24 pm

Because I got some reports about some serious bugs I have uploaded an update. See the very first post.

If anyone encounters other bugs, I would be very pleased if they would post a message here.
THOM formaly known as tschrage
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andyroosta
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Re: [MOD] Journey To Justice v2.1

Post by andyroosta » Wed Aug 24, 2022 8:14 am

Thanks for the update!

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