Search found 17 matches
- Tue Apr 24, 2012 11:48 pm
- Forum: Modding
- Topic: I actually already made a level editor, but...
- Replies: 11
- Views: 13144
I actually already made a level editor, but...
I kind of stopped working on it, because things got complicated. Here it is: http://i.imgur.com/o7v9K.png It's programmed in Visual Basic 6. :P Sorry, it's what's available to me, and it's easy. It already creates valid maps that work right now within LoG. When you save, it puts all maps in a local ...
- Sat Apr 21, 2012 11:12 pm
- Forum: Modding
- Topic: Item listing for Console
- Replies: 9
- Views: 65775
Re: Item listing for Console
I wrote a program to parse through the lua files and capture text after instances of "name." :P Here's literally everything: Items power_weapon fire_blade_empty fire_blade lightning_rod_empty lightning_rod lightning_blade_empty lightning_blade venom_edge_empty venom_edge legionary_spear as...
- Thu Apr 19, 2012 3:44 pm
- Forum: Modding
- Topic: Request: Grimrock.exe switch to load loose levels
- Replies: 5
- Views: 9143
Request: Grimrock.exe switch to load loose levels
Maybe this isn't realistic or something you guys would be willing to do, but I thought it was worth asking. Could we have a program switch to load loose levels from assets/dungeons/Grimrock? Maybe -l, so a shortcut could say "Grimrock.exe -l" and the program would look for folders first be...
- Wed Apr 18, 2012 12:33 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 117048
Re: Reverse engineering (was:Temporary modding) thread
...The problem is that you do need to modify the .dat to load stuff off disk. I'm pretty sure earlier in this thread it was shown that Grimrock can load replacement files outside the dat, so you don't need to modify the dat itself. As far as I can tell, currently you must modify the dat file in ord...
- Mon Apr 16, 2012 8:56 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 117048
Re: Reverse engineering (was:Temporary modding) thread
This probably isn't the thread to talk about the dev console, but I imagine it's disabled for good reasons. I don't know all the possible limitations and restrictions set by Steam, but currently, adding the console as described in this thread would let you cheat to get the Steam achievements. I don'...
- Mon Apr 16, 2012 8:12 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 117048
Re: Reverse engineering (was:Temporary modding) thread
Thanks for taking the time to clarify, and thanks for the work you have already put into all of this, and for future support. ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Mon Apr 16, 2012 7:37 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 117048
Re: Reverse engineering (was:Temporary modding) thread
I think "uses all the functions..." doesn't mean "includes the functions" but "includes calls to those functions which will only work when invoked inside the LoG environment". So it doesn't include anything ripped from the game. Yeah, that's what I meant. For example, ...
- Mon Apr 16, 2012 5:56 pm
- Forum: Grimrock 1 Discussion
- Topic: An all-level-connecting Stairway
- Replies: 36
- Views: 29172
Re: An all-level-connecting Stairway
They'd go in different places on different levels (the winding stairs). You don't need a lot of space, roughly 5 tiles per map which, even on the busiest map (4, I think), has plenty of places. I'm presuming the levels are situated on an empty plane (which is why it's easy to put in another part of...
- Mon Apr 16, 2012 5:47 pm
- Forum: Modding
- Topic: Reverse engineering (was:Temporary modding) thread
- Replies: 100
- Views: 117048
Re: Reverse engineering (was:Temporary modding) thread
Then this thread is already in violation, correct? Manually decompiled level 1 lua in the first post (pastebin) Modified console.lua distributed in this post (dropbox) Actually, I'd like to know more about what constitutes breaking the rules. If we create a new level01.lua from scratch, new map, new...
- Mon Apr 16, 2012 5:29 pm
- Forum: Grimrock 1 Discussion
- Topic: An all-level-connecting Stairway
- Replies: 36
- Views: 29172
Re: An all-level-connecting Stairway
Stairs, if they don't get an official release, are definitely the first thing I'm modding in. Perhaps in a new dungeon of your own creation, but I highly doubt it'd be possible with the existing dungeon. Where would you put them? The maps seem limited to 32x32 and most spaces are occupied on one fl...