Thanks!eLPuSHeR wrote:I finished this mod yesterday. Good job Sorez!

Thanks!eLPuSHeR wrote:I finished this mod yesterday. Good job Sorez!
Code: Select all
#script_entity_2.script:3: attempt to index global 'skeleton_commander_1' (a nil value)
stack traceback:
#script_entity_2.script:3: in function <#script_entity_2.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
Rotated the message, added a wall in the object to block the shown "Path", and added disableSelf to Sorez's spawn, which I seem to have forgotten to do!Dr.Disaster wrote:There is something strange going in the south-west end of "The Pit": while the map is showing me a path leading west i'm blocked by a massive wall of rock. I can even throw stuff where the map shows the path (and thus lose it).
A little bug at "The Tomb":
Left of the gate is a gold lock and beside it a tombstone. Now it's message is on the wrong side so it can't be read -> needs a 180 degree turn
After defeating Sorez and cleaning up the arena LoG2 crashed with this message:I think it happens when walking over Sorez' spawn spot.Code: Select all
#script_entity_2.script:3: attempt to index global 'skeleton_commander_1' (a nil value) stack traceback: #script_entity_2.script:3: in function <#script_entity_2.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
Do you mean "Squidward's hopes and dreams" like in Sponge Bob?Sorez wrote:Im curious to if anyone saw my little easter egg on the gravestones :p
The key for the bridge is found in the 3rd Map area. Just go through the two other areas first.BarryBGB wrote:One question. In the beginning, where do I get the key to make the bridge?
I have jumped in the water and went all through this side but could not find a way to get to the other side.
Do you mean the Pit, the mine, tomb or forest?Sorez wrote:The key for the bridge is found in the 3rd Map area. Just go through the two other areas first.BarryBGB wrote:One question. In the beginning, where do I get the key to make the bridge?
I have jumped in the water and went all through this side but could not find a way to get to the other side.
The boss of The Forest drops the key. Search the floor of the arena.BarryBGB wrote:Do you mean the Pit, the mine, tomb or forest?Sorez wrote:The key for the bridge is found in the 3rd Map area. Just go through the two other areas first.BarryBGB wrote:One question. In the beginning, where do I get the key to make the bridge?
I have jumped in the water and went all through this side but could not find a way to get to the other side.
Well you can make more potions thanks to alchemy, sorry I didnt account for solo!Spathi wrote:Playing with a solo Toorum imitation, the spider room in the maze needs 2 or 3 health potions to survive, the rest of the mod was perfect.
... just would have preferred a sunny beach and some more stuff to dig up.
oh and solo requires 1 sack, but 3 potions and a sack is all I had to spawn, ;oP