Search found 10 matches
- 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...
- 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.
- 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"...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...