Search found 10 matches

by violgamba
Sat May 13, 2023 9:33 pm
Forum: Mod Creation
Topic: Master UMOD list
Replies: 0
Views: 6943

Master UMOD list

Hi. I think it'd be useful to make a running list of umods available. Here's a start (in chronological order). UMod Manager - This is a umod meant for the purpose of managing other umods. Cooldown clock (Included with UMod Manager) - Adds a radial cooldown indicator to champions' hands. Sleep when u...
by violgamba
Fri May 05, 2023 6:39 pm
Forum: Mod Creation
Topic: [UMOD] More Map Markers (v1.1)
Replies: 1
Views: 1935

Re: [UMOD] More Map Markers (v1.1)

I've updated this mod to 1.1, which adds better support for the umod "Uggardian Mod Manager". I've modified the original post to show 1.1 information.
by violgamba
Wed May 03, 2023 5:46 pm
Forum: Mod Creation
Topic: [UMOD] More Map Markers (v1.1)
Replies: 1
Views: 1935

[UMOD] More Map Markers (v1.1)

This mod adds 8 more icons to select from when marking up a dungeon map. https://i.imgur.com/4SS5A2X.png How to use: 1 - First you have to be on the new beta branch. On steam, right click the game > Properties > Betas. Add the code "ggllooeegggg" to unlock the secret "nutcracker"...
by violgamba
Tue May 02, 2023 1:19 pm
Forum: Mod Creation
Topic: loadlib (lua's DLL import function) - crash on function call *SOLVED*
Replies: 5
Views: 3420

Re: loadlib (lua's DLL import function) - crash on function call *SOLVED*

The ffi issue is now resolved as well, thanks to a workaround found by Minqmay. PROBLEM Turns out that access to the "require()"function has been removed for umods in the latest Grimrock 2 release. SOLUTION You can safely replace ffi = require("ffi") with ffi = package.preload.ff...
by violgamba
Tue May 02, 2023 6:04 am
Forum: Mod Creation
Topic: loadlib (lua's DLL import function) - crash on function call *SOLVED*
Replies: 5
Views: 3420

Re: loadlib (lua's DLL import function) - crash on function call

SOLVED - at least for loadlib ISSUE: When building "Luajit 2.0.0 beta 9", the build script built lua51.lib , which I linked to when creating my DLL file, but it also created lua51.dll, which I didn't notice. This meant that lua51.lib was really just a stub for lua51.dll and, thus, my DLL w...
by violgamba
Tue May 02, 2023 3:44 am
Forum: Mod Creation
Topic: loadlib (lua's DLL import function) - crash on function call *SOLVED*
Replies: 5
Views: 3420

Re: loadlib (lua's DLL import function) - crash on function call

Thank you for that useful information! It definitely advanced the situation, and It almost seemed to resolve the issue. First I tried compiling the dll with "Luajit 2.0.0 beta 9" instead of "Lua 5.1". That seemed to resolve my issue with "loadlib()", but another cropped...
by violgamba
Mon May 01, 2023 1:41 pm
Forum: Mod Creation
Topic: loadlib (lua's DLL import function) - crash on function call *SOLVED*
Replies: 5
Views: 3420

loadlib (lua's DLL import function) - crash on function call *SOLVED*

I know that this is a long shot, but I was wondering if anyone had an idea about a crash I'm seeing when playing with the nutcracker release. I've been experimenting with lua's (built-in) "loadlib()" function. loadlib() lets you import a DLL file that contains functions written in C with a...
by violgamba
Mon May 01, 2023 12:37 pm
Forum: Mod Creation
Topic: Write to another script's global variable?
Replies: 4
Views: 2591

Re: Write to another script's global variable?

Thank you! It certainly fits what I'd experienced.
by violgamba
Sun Apr 30, 2023 8:08 pm
Forum: Mod Creation
Topic: Write to another script's global variable?
Replies: 4
Views: 2591

Re: Write to another script's global variable?

Thank you for this quick reply! I briefly considered generic getter/setter functions, but I wasn't sure how to set variables via string name. Turns out that Lua's _G and _ENV vars allow for this, but GrimRock script objects have no access to those vars. Your idea of holding variables in a table in t...
by violgamba
Sun Apr 30, 2023 10:32 am
Forum: Mod Creation
Topic: Write to another script's global variable?
Replies: 4
Views: 2591

Write to another script's global variable?

Hi. New Dungeon Editor user here. I've hit an issue that I haven't been able to get past and I was hoping someone could help. I am interested in having a "global" script where game-wide variables are stored, such as flags representing player actions and choices. I have been able to read gl...