Isle of the Deranged - Revision 1.1

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Jaberwoke
Posts: 181
Joined: Wed Dec 05, 2012 6:05 pm

Re: Isle of the Deranged

Post by Jaberwoke » Sat May 16, 2015 11:46 pm

Zo Kath Ra wrote:In "Greater Grimwern Woodlands" at location 29/29, there's another one of those plant tiles that should be walkable, but aren't.
I know you're supposed to be able to walk over it because there's a rope ladder on the same tile :)
Yes, I'm stuck there too as well as not being able to grab the key.

Eburt
Posts: 69
Joined: Thu Feb 05, 2015 5:44 am

Re: Isle of the Deranged

Post by Eburt » Sun May 17, 2015 12:31 am

I believe this is an issue with minimalSaveState. If you're using the default definition, they have minimalSaveState = true. This means that just disabling the obstacle component will only work until someone loads a game.

Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: Isle of the Deranged

Post by Slayer82 » Sun May 17, 2015 2:42 am

I only added the plant clusters for immersion. Old saves do not work with newer versions, so as eburt stated there is the problem. These plant clusters are starting to annoy me!
If you start a new game with version 1.5, you are able to walk through them, as the 'obstacle' box is unchecked. I tested the ability to walk through the clusters on two different PC's as well as in the dungeon editor.

Zo Kath Ra - They're not misspellings, they are typos. There is a lot of text, so I simply added the test to Word then pasted it back into the editor. That's where the issues arise.
- I don't have a solution to everyone's problem. From my perspective it works, so someone with a better knowledge of save issues may be able to help. I don't know what to do. Perhaps message eburt and he'll/she'll know what to do.

Marten_1192 - They weren't an issue in the previous version because the clusters weren't there.

If anyone finds a solution please put it here so everyone can see.
Last edited by Slayer82 on Sun May 17, 2015 4:29 am, edited 1 time in total.
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

bewildering
Posts: 7
Joined: Tue Mar 03, 2015 11:26 pm

Re: Isle of the Deranged

Post by bewildering » Sun May 17, 2015 2:56 am

I just downloaded this great mod last week. Version 1.5. Unfortunately i am also stuck at the greater woodlands area behind the 'impenetrable' grass. The weird thing is that i can sometimes walk into similar grass in other points of the game.

Shame, as i was really enjoying this mod* - great work up to that point!

* although i did use a slightly improved party on normal - i tried with a new party and i was destroyed...

Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: Isle of the Deranged

Post by Slayer82 » Sun May 17, 2015 4:34 am

Bewildering -
Thanks for the complements - It's nice to hear them. I have removed the plant clusters and replaced them with destructible bushes.
It doesn't matter whether you started with a higher-level party. Just as long as it isn't too easy and it is fun for you.

I'll need to upload this new version as people are stuck.
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

Eburt
Posts: 69
Joined: Thu Feb 05, 2015 5:44 am

Re: Isle of the Deranged

Post by Eburt » Sun May 17, 2015 5:04 am

If you're interested in releasing a fixed version, the easiest thing to do would be to redefine the offending objects. Simply paste the following into your objects.lua and re-export your dungeon and it should work.
SpoilerShow

Code: Select all

defineObject{
	name = "forest_plant_cluster_01",
	baseObject = "base_obstacle",
	components = {
		{
			class = "Model",
			model = "assets/models/env/forest_plant_cluster_01.fbx",
			staticShadow = true,
		},
		{
			class = "Animation",
			animations = {
				sway = "assets/animations/env/forest_plant_cluster_01_idle.fbx",
			},
			playOnInit = "sway",
			loop = true,
			maxUpdateDistance = 5,
		},
		{
			class = "Obstacle",
			hitSound = "impact_plant",
		},
	},
	editorIcon = 176,
	automapTile = "trees",
	minimalSaveState = false,
}
Note that the only difference from the original definition in the asset pack is that minimalSaveState has been set to false here. Hope this helps.

Edit: I assumed from the posts that "forest_plant_cluster_01" was the issue. If not, just redefine whatever is the issue in a similar way.

Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: Isle of the Deranged

Post by Slayer82 » Sun May 17, 2015 5:11 am

Thanks a lot Eburt. That's nice that you came up with a solution, and quickly too. However, I have simply removed the offending clusters and I am now uploading another version.
Your help is very much appreciated. Cheers!
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

andyroosta
Posts: 129
Joined: Wed May 30, 2012 11:11 pm

Re: Isle of the Deranged

Post by andyroosta » Sun May 17, 2015 8:54 am

Thanks for uploading the update so quickly Slayer82! Cheers.

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marten_1992
Posts: 106
Joined: Thu Nov 29, 2012 12:49 pm
Location: 49.389812 8.779509

Re: Isle of the Deranged

Post by marten_1992 » Sun May 17, 2015 10:45 am

thx from me too !
very nice support :D
wagonloads of beer for you ( or whatever they drink in your part of the world ;) )
only the sky above ...

mamoulian73
Posts: 10
Joined: Sat May 09, 2015 10:11 am

Re: Isle of the Deranged

Post by mamoulian73 » Sun May 17, 2015 12:20 pm

Hi guyz. I went a long way since I was stuck last but now I think I need a bit of a help again. I placed all elemental gems on pedestals but I am still missing one water gem (Ive got the one from Greater Woodlands) and one Balance gem (Ive got the one from the 4-power gem fusion). I think the second balance gem is in the Elemental plains laying on a pedestal, probably opened by getting all other gems. Could you please give me a hint where to find the second Water Gem? Thanks!
Last edited by mamoulian73 on Sun May 17, 2015 12:33 pm, edited 1 time in total.

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