Search found 6 matches
- Mon Apr 16, 2012 7:46 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 113820
Re: Reverse engineering (was:Temporary modding) thread
I'll wait for a dev to answer to that. My guess would be "yes". While you talk to the devs, could you also ask them to do this? - enable the developer console properly in the next release of the game - tell us how to create our own "dungeon" so it shows up in the dungeon selecti...
- Sat Apr 14, 2012 3:40 am
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 113820
Re: Temporary modding thread
It seems like a bug, but it appears that the shaders must stay inside Grimrock.dat. I managed to get the game running with a minimal Grimrock.dat (file removed) and the rest as loose files. So far, these files are known: http://pastebin.com/nnKM34iB It appears the files are mostly sorted alphabetica...
- Sat Apr 14, 2012 12:10 am
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 113820
Re: Temporary modding thread
Yeah - http://luajit.org/ - compile this, then you can use luajit.exe -bl filename.lua to get a bytecode listing. If you can't compile it yourself, I've tried making some precompiled binaries: http://dl.dropbox.com/u/1593421/luajit.rar I'm now trying to run the game with just loose files (by creatin...
- Fri Apr 13, 2012 10:35 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 113820
Re: Temporary modding thread
Looking through the .lua files I see something that hints at a developer console being in there. It appears to be accessed by pressing "§" (shift+tilde on US keyboards) and having a "developer = true" line in your grimrock.cfg. Though I still can't get it to work. Possibly disabl...
- Fri Apr 13, 2012 7:58 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 113820
Re: Temporary modding thread
It appears that if the game can't find a .png file, it will try again with the extension replaced by .d3d9_texture - that should give some more valid files.
- Thu Apr 12, 2012 8:39 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 113820
Reverse engineering (was:Temporary modding) thread
Since the modding forum isn't open yet, I thought I might place this here. I've worked a bit on dissecting the Grimrock.dat file, and I've got it mostly figured out - only downside is that the devs uses hashes of filenames instead of the filenames themselves, so it's hard to find out what the files ...