The realm of Zarqedoc

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
AdrianKnight
Posts: 21
Joined: Wed Aug 30, 2017 9:21 pm

The realm of Zarqedoc

Post by AdrianKnight »

This mod is no longer available.
Perhaps some of its contents could be used again if I will develop another mod in the future.
Last edited by AdrianKnight on Mon Apr 26, 2021 8:51 pm, edited 12 times in total.
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: The realm of Zarqedoc

Post by Kirill »

Downloaded mod, when starting it game just shuts down. No errors or something, just shuts back to Windows.

Tested other mods, they start as usual.


Can you check your mod? How it is possible it do not even start on computer where like 30+ other mods start just fine?
User avatar
7Soul
Posts: 199
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Re: The realm of Zarqedoc

Post by 7Soul »

Kirill wrote: Sun Jan 31, 2021 9:49 pm Downloaded mod, when starting it game just shuts down. No errors or something, just shuts back to Windows.

Tested other mods, they start as usual.


Can you check your mod? How it is possible it do not even start on computer where like 30+ other mods start just fine?
I was able to run it, you probably need to apply the 4gb patch, it is a 300mb+ mod so I guess that's the problem
Join the LoG discord server: https://discord.gg/ArgAgNN :D

My Mods
AdrianKnight
Posts: 21
Joined: Wed Aug 30, 2017 9:21 pm

Re: The realm of Zarqedoc

Post by AdrianKnight »

I tested the mod on a computer without the 4gb patch.
I think the problem could be solved just lowering the quality in the options menu.

Try this configuration:

rendering quality high
texture resolution medium
texture filtering medium
shadow quality medium
ssao quality off

Thank you for your reports.
Let me know if the mod works correctly.
User avatar
7Soul
Posts: 199
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Re: The realm of Zarqedoc

Post by 7Soul »

I got this error when I tried to place the snail statue in the place where it asks for it:

Code: Select all

#script_entity_247.script:2: attempt to call method 'contents' (a nil value)
stack traceback:
	#script_entity_247.script:2: in function 'surfacecontains'
	#script_entity_247.script:9: in function <#script_entity_247.script:8>
	[string "Script.lua"]: in function 'sendMessage'
	[string "Component.lua"]: in function 'triggerConnectors'
	[string "Component.lua"]: in function 'callHook'
	[string "Surface.lua"]: in function 'addItem'
	[string "Surface.lua"]: in main chunk
	[string "GameObject.lua"]: in function 'sendMessage'
	[string "Clickable.lua"]: in function 'onClickComponent'
	[string "GameMode.lua"]: in function 'mousePressed'
	[string "GameMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
You might not be pointing to the .surface component of the object
Join the LoG discord server: https://discord.gg/ArgAgNN :D

My Mods
AdrianKnight
Posts: 21
Joined: Wed Aug 30, 2017 9:21 pm

Re: The realm of Zarqedoc

Post by AdrianKnight »

Sorry for the problem.
Unfortunately I tried to reproduce the problem in the dungeon editor and it does not crash.
Also in the exported dungeon when I put the snail statue in the alcove it does not crash.
I really can't understand the cause of the problem and why I can not reproduce it.

This is the script

Code: Select all

function surfacecontains(surface, item)
 for v, i in surface:contents() do
  if i.go.name == item then return true
  end
 end
end

function opendoor()
 if surfacecontains(sx_wall_alcove_outdoor_1.surface, "figure_ice_guardian") and
 surfacecontains(sx_wall_alcove_outdoor_2.surface, "figure_snail") and
 surfacecontains(sx_wall_alcove_outdoor_5.surface, "figure_ogre") and
 surfacecontains(sx_wall_alcove_outdoor_6.surface, "figure_crowern") then
 sx_door_portcullis_2.door:open()
 sx_door_portcullis_74.door:open()
 counter_75.counter:setValue(0)
 else
 sx_door_portcullis_2.door:close()
 sx_door_portcullis_74.door:close()
 end
end
I will try to discover the cause of the problem.
If I won't be able to solve the problem in a few days, I will remove the mod from nexus.
User avatar
7Soul
Posts: 199
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Re: The realm of Zarqedoc

Post by 7Soul »

My bad, this had to do with a UMod mod I'm testing
Join the LoG discord server: https://discord.gg/ArgAgNN :D

My Mods
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: The realm of Zarqedoc

Post by Kirill »

Worked, playing now.

Ok, i can start new game and play only if i reload computer. Strange.


Also first level is strange. No weapons, just snails.


p.s. AdrianKnight you are from France?
User avatar
7Soul
Posts: 199
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Re: The realm of Zarqedoc

Post by 7Soul »

Progress report:

I finished the first 2 maps, and a bit of a third one

The only real problem I found is that these railings can be walked through. Dropping down from the walls around the city is weird too but I guess that's just a quirk from the tileset, so not a big problem

The maps fell pretty barren and repetitive. Not necessarily a problem, it feels a bit like an old-school dungeon crawling this way, but the maps could do with a bit of variety. Inspecting the same cell over and over in the first map got boring fast, same thing with killing the same monster over and over

In the third map I went through (south of the first town area I think), firing my gun while on top of those broken crates causes the shot to hit the air in front of me, like the broken crate pieces have a projectile collider component or something. I couldn't test it properly though
Join the LoG discord server: https://discord.gg/ArgAgNN :D

My Mods
AdrianKnight
Posts: 21
Joined: Wed Aug 30, 2017 9:21 pm

Re: The realm of Zarqedoc

Post by AdrianKnight »

I am from Italy.
The only real problem I found is that these railings can be walked through.
This was intended to quicken the exit from the crystal area, but it is an unnecessary feature. I will correct this in the next version.
Dropping down from the walls around the city is weird too but I guess that's just a quirk from the tileset, so not a big problem
This is intended, but an inaccuracy I found right now is that I left some crates and jars adjacent to the walls around the city and falling from the perimetric walls on obstacles is not good in my opinion. I will correct this in the next version.
The maps fell pretty barren and repetitive.
This is a known problem especially in the first area (Ulqerak dungeon). Opening all that doors can be very boring. But I left it as it is because I wanted the area to appear as a real dungeon and so I thought that strange rooms or strange puzzles could be inappropriate from this point of view. The following areas are gradually less repetitive, especially the indoor areas. The outdoor areas usually contain few puzzles and the main challenge is to survive to monsters attacks (Tell me If you find monsters balancing wrong since it has been a big problem during testing and I had to redefine health, attackpower and other parameters many times. Now monsters are very tough to defeat and only a patient and skilled player can beat them).
In the third map I went through (south of the first town area I think), firing my gun while on top of those broken crates causes the shot to hit the air in front of me, like the broken crate pieces have a projectile collider component or something. I couldn't test it properly though
Very interesting. I did not notice that. I tested it and it seems like barrel_crate_block_broken and terracotta_jars_block_broken have about 20 hit points but apparently it is possible to damage them only using firearms, not ranged weapons, not melee weapons.

I can not explain this, looking at the definitions:

Code: Select all


defineObject{
	name = "barrel_crate_block",
	baseObject = "base_obstacle",
	components = {
		{
			class = "Model",
			model = "assets/models/env/barrel_crate_block.fbx",
		},
		{
			class = "Obstacle",
			hitSound = "barrel_hit",
			hitEffect = "hit_wood",
		},
		{
			class = "Health",
			health = 15,
			immunities = { "poison" },
			spawnOnDeath = "barrel_crate_block_damaged",
		},
	},
	editorIcon = 260,
}

defineObject{
	name = "barrel_crate_block_damaged",
	baseObject = "base_obstacle",
	components = {
		{
			class = "Model",
			model = "assets/models/env/barrel_crate_block_damaged.fbx",
		},
		{
			class = "Obstacle",
			hitSound = "barrel_hit",
			hitEffect = "hit_wood",
		},
		{
			class = "Health",
			health = 15,
			immunities = { "poison" },
			spawnOnDeath = "barrel_crate_block_broken",
			onDie = function(self)
				self.go:playSound("barrel_die")
			end,
		},
	},
}

defineObject{
	name = "barrel_crate_block_broken",
	baseObject = "base_floor_decoration",
	components = {
		{
			class = "Model",
			model = "assets/models/env/barrel_crate_block_broken.fbx",
		},
	},
}

defineObject{
	name = "terracotta_jars_block",
	baseObject = "base_obstacle",
	components = {
		{
			class = "Model",
			model = "assets/models/env/terracotta_jars_block.fbx",
		},
		{
			class = "Obstacle",
			hitSound = "terracotta_jar_hit",
			hitEffect = "hit_terracotta_jar",
		},
		{
			class = "Health",
			health = 15,
			immunities = { "poison" },
			spawnOnDeath = "terracotta_jars_block_damaged",
		},
	},
	editorIcon = 260,
}

defineObject{
	name = "terracotta_jars_block_damaged",
	baseObject = "base_obstacle",
	components = {
		{
			class = "Model",
			model = "assets/models/env/terracotta_jars_block_damaged.fbx",
		},
		{ 
			class = "Obstacle",
			hitSound = "terracotta_jar_hit",
			hitEffect = "hit_terracotta_jar",
		},
		{
			class = "Health",
			health = 15,
			immunities = { "poison" },
			spawnOnDeath = "terracotta_jars_block_broken",
			onDie = function(self)
				self.go:playSound("terracotta_jar_die")
			end,
		},
	},
	editorIcon = 260,
}


defineObject{
	name = "terracotta_jars_block_broken",
	baseObject = "base_floor_decoration",
	components = {
		{
			class = "Model",
			model = "assets/models/env/terracotta_jars_block_broken.fbx",
		},
	},
}


Let me know about other problems.
Thank you.
Last edited by AdrianKnight on Wed Mar 24, 2021 11:00 pm, edited 2 times in total.
Post Reply