#script_entity_11:3: attempt to index local 'spawnertodestroy' (a nil value)
stack traceback:
#script_entity_11:3: in function <#script_entity_11:1>
[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 "Timer.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
Last edited by Omenpapa on Sat Oct 27, 2012 8:38 pm, edited 1 time in total.
You will be able to play your last save, 1.4 was very mostly scripting stuff. However, Omenpapa found a gamecrashing unavoidable bug, I am uploading a fix right now.
done (beta 4a)
Some Book 2 features I would like to add, tell me what you think, and bring some more ideas.
Marshes and more forest area. I am trying to learn 3d stuff to add some plants as decoration stuff. New skills: Farming: plant seeds in good soil to gather more herbs Hunting: follow tracks to make animals / creatures appear so you can kill them. maybe make it easier to kill them. I am not sure about this one. Trapping: lay down traps Archeology: identify and look for OldPeople treasures New gameplay features: Global rest (you will have to sleep to remove this one) Specific wounds (with diagnostic item, localisation (head wounds could reduce will power for example...)) Repair items feature.
That looks excellent and the additions sound good.
Have 'Almost Human' said anything about making levels more than 1 block high ?
If that was possible then outdoor scenes would be easier and also allow for really large creatures.
Possibly they can allow an option for outside levels which would automatically be higher.
How about villages - I know the level size is a bit limited and that a number of levels would have to be stitched together to make it work. Possibly using a temple to transport to various parts - only a few creatures in the village area.
Forest areas which have to be hacked through.
And is it possible to have NPC's who can give quests or information ?
Invisible or illusionary walls ? to confuse the explorer.
Obviously new creatures, new spells, new plants etc if time allows.
Ability to repair weapons and armour - as having to go back to the beginning of the first part to get new weapons can be a chore when battling hordes of creatures.