Re: The One Room Round Robin 2 [Discussion] *PATCH 1*
Posted: Wed Apr 02, 2014 8:27 am
Thanks minmay for the report.. I'll check it. Anyway the intended effect of that action would be.. Horrible death 

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#Isaac_auto_smith:87: undefined object: hand_axe*_frostbolt
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'spawn'
#Isaac_auto_smith:87: in function '_spawnFinishedItem'
#Isaac_auto_smith:209: in function <#Isaac_auto_smith:209>
#orrrManager:2178: in function 'update'
#hooks:228: in function 'party_onDrawGui'
mod_assets/scripts/party_hooks.lua:7: in function 'onDrawGui'
[string "Party.lua"]: in main chunk
[string "Map.lua"]: in function 'sendMessage'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
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mod_assets/Isaac/scripts/objects.lua:35: duplicated entity id
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'spawn'
mod_assets/Isaac/scripts/objects.lua:35: in function 'onClose'
[string "Door.lua"]: in main chunk
[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
Thanks minmay for all these reports, especially the fact I forgot some testing variables "on" in the room, which proposes it to player 75% solved..minmay wrote:Another bug, in Isaac's room:edit: also seems that theSpoilerShowYou can click on the hidden ladder and descend it without actually opening the secret door in front of it. This allows you to cleanse the foundry much earlier than you are supposed to.andSpoilerShowauto-smith starts with a H.O.G. already inside it, and the sixth lever already unlocked.Another crash after leaving the foundry (after completing it) and attempting to reenter:SpoilerShowtrying to smith a hand axe of frostbolt gave me a crash:Code: Select all
#Isaac_auto_smith:87: undefined object: hand_axe*_frostbolt stack traceback: [C]: in function 'error' [string "ScriptEntity.lua"]: in function 'spawn' #Isaac_auto_smith:87: in function '_spawnFinishedItem' #Isaac_auto_smith:209: in function <#Isaac_auto_smith:209> #orrrManager:2178: in function 'update' #hooks:228: in function 'party_onDrawGui' mod_assets/scripts/party_hooks.lua:7: in function 'onDrawGui' [string "Party.lua"]: in main chunk [string "Map.lua"]: in function 'sendMessage' [string "GameMode.lua"]: in function 'update' [string "Grimrock.lua"]: in function 'display' [string "Grimrock.lua"]: in main chunk
SpoilerShowI could not get this crash to happen again. It was right after pressing the secret button at 18, 28 a bunch of times, but that didn't help me reproduce it.Code: Select all
mod_assets/Isaac/scripts/objects.lua:35: duplicated entity id stack traceback: [C]: in function 'error' [string "ScriptEntity.lua"]: in function 'spawn' mod_assets/Isaac/scripts/objects.lua:35: in function 'onClose' [string "Door.lua"]: in main chunk [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
I'm not sure if this will help, but I've noticed that it does count (spoiler for my room):Diarmuid wrote:Allright fixed all of the above, and tested everything twice. For the rocks however, I'm stumped: it seems to count stacks perfectly. So I don't know why counts differ, one guess is that what happens is that something spawns "normal" rocks instead of "toCount" rocks in the course of the dungeon. I'll try to see what it is eventually, but it's not critical to fix right away. There's more rocks in the dungeon than required for the achievement anyway, so it's safe.
No matter, you don't need to hold on to the rocks, just to pick them up, so those 3 do count as well.SpiderFighter wrote:I'm not sure if this will help, but I've noticed that it does count (spoiler for my room):Diarmuid wrote:Allright fixed all of the above, and tested everything twice. For the rocks however, I'm stumped: it seems to count stacks perfectly. So I don't know why counts differ, one guess is that what happens is that something spawns "normal" rocks instead of "toCount" rocks in the course of the dungeon. I'll try to see what it is eventually, but it's not critical to fix right away. There's more rocks in the dungeon than required for the achievement anyway, so it's safe.SpoilerShowmy three special rocks; since the player needs to leave them behind, this would throw off the count by at least those three.
Unfortunately, due to the way Grimrock mods work, yes, you need to start a new game. But if you started a game with either the original or patch 1, please finish it! We're fixing bugs here and there, but we've all played it through and completed it in the non-patched versions. You can always replay it with a different party composition/skills in a patched version afterwards.tschrage wrote:One question concerning the patches: do I have to restart the game, when I want to play them or can I use my old savegames??