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Re: [MOD] Castle Ringfort 2.0
Posted: Mon Jun 30, 2014 6:44 am
by Grimfan
okay, the game crashed. Found the two potions and jug and put them in the alcove and pressed the button (to destroy the immortal mage). I then got this error message:
Code: Select all
script_entity_106:10: bad object
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function '__index'
#script_entity_106:10: in function <#script_entity_106:1>
[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 "Button.lua"]: in function 'push'
[string "Button.lua"]: in function 'onClick'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Your mod really doesn't like me much.

Re: [MOD] Castle Ringfort 2.0
Posted: Mon Jun 30, 2014 9:26 am
by THOM
Think you havn't adhered to the correct sequence ("... 1. ... 2. ... 3. ...")
This is a known bug to me - have no idea where it comes from, but with the correct secuence it should work.
But you are the first one, who reported a bug with the button in the first room upstairs. I am glkad that it have worked with the latest version but have no ideaq, what it could mean...
Re: [MOD] Castle Ringfort 2.0
Posted: Mon Jun 30, 2014 5:23 pm
by RMariano
Played through to BOTH endings. Outstanding job. Thoroughly enjoyed. Thank you for the good time.

Re: [MOD] Castle Ringfort 2.0
Posted: Mon Jun 30, 2014 7:53 pm
by THOM
RMariano wrote:Played through to BOTH endings. Outstanding job. Thoroughly enjoyed. Thank you for the good time.


Re: [MOD] Castle Ringfort 2.0
Posted: Tue Dec 09, 2014 6:20 am
by sapientCrow
Hi there,
Just fired up this Mod and I have a question before I get too far into it...
All the empty alcoves and sconces?? Do they need items or are they there to just throw me off. This and one other mod had the same type of layout with a ton of emtpy sconces (torch holders) and alcoves. I am used to them doing something. However I am just one floor up from the start and I have seen around 12 torch holders. I started trying sequences with the torches I have but then I saw how many there were.
I do not feel like brute forcing sequences so I would really like to know if they mean something or not?
thanks =)
Re: [MOD] Castle Ringfort 2.0
Posted: Tue Dec 09, 2014 10:40 am
by THOM
well, what can I say...
Don't concentrate too much on them.
Re: [MOD] Castle Ringfort 2.0
Posted: Tue Dec 09, 2014 12:43 pm
by sapientCrow
Ok thanks. My mind wants to figure that stuff out.
The alcoves by the sword master crypt seem to perhaps do something as there is this one alcove that is hidden there and has not released.
Do we get a place where we can find respawning food? I am very low right now.
I think I may have wanted to not play this on hard and maybe import a party? I started with a new party and actually had to disable collision on that hallway with respawning fire elementals because I could not face tank them and I ran up and down the stairs before I realized what was triggering them.
I have been enjoying the challenge a lot.
I am just a completionist so all these places where it seems there might be something keeps my mind spinning.
Thanks for making an interesting and challenging Dungeon.
Re: [MOD] Castle Ringfort 2.0
Posted: Tue Dec 09, 2014 1:33 pm
by THOM
sapientCrow wrote:The alcoves by the sword master crypt seem to perhaps do something as there is this one alcove that is hidden there and has not released.
Yes, the alcove in the swordmaster crypt can be triggered...
sapientCrow wrote:Do we get a place where we can find respawning food?
Not that much. But there are place where you can collect a lot of food.
sapientCrow wrote: Thanks for making an interesting and challenging Dungeon.

Re: [MOD] Castle Ringfort 2.0
Posted: Tue Dec 09, 2014 11:45 pm
by sapientCrow
thanks again for the reply.
Can you give me a hint on that alcove there?
I found 5 items inside the crypt there. I have tried a plethora of combos with those items. However 5 items and back and forth between rooms and the other 4 alcoves got a little too much for me. Does it involve just one item in a nearby alcove or is it as I thought all 4 have to have something?
Re: [MOD] Castle Ringfort 2.0
Posted: Wed Dec 10, 2014 12:22 am
by THOM
Oh sorry, I think I misunderstoord you. I thought you where talking about the tomb of the swordmaster. Have already opened the door at this sign?