Search found 17 matches
- Sat Oct 20, 2012 1:53 am
- Forum: Modding
- Topic: About Mods in general/Finished mods
- Replies: 18
- Views: 14760
Re: About Mods in general/Finished mods
Fixed link (original copy/paste method employed didn't work.. failure to test reprehensible) http://steamcommunity.com/profiles/76561198023012065/myworkshopfiles?appid=207170 msyblade... you are right, it is all about perception. The more people that give an opinion about whether a particular mod is...
- Fri Oct 19, 2012 12:23 pm
- Forum: Modding
- Topic: About Mods in general/Finished mods
- Replies: 18
- Views: 14760
Re: Mods in general
Mine's finished http://steamcommunity.com/profiles/7656 ... pid=207170
Not to say there may be some bugs not yet discovered.
Some feedback would be nice.... complimentary or not
Not to say there may be some bugs not yet discovered.
Some feedback would be nice.... complimentary or not
- Fri Oct 19, 2012 12:18 pm
- Forum: Modding
- Topic: Save compatible with a new version of a custom dungeon ?
- Replies: 5
- Views: 8510
Re: Save compatible with a new version of a custom dungeon ?
Makes perfect sense. Just a bit unfortunate when a tiny tweak won't appear in a new version. When you apply updates to a mod in Steam (in particular) you may be forgiven for thinking that your save games will pick up that tweak. That's life though...... :roll: The answer is get it right first time :D
- Fri Oct 19, 2012 12:14 pm
- Forum: Modding
- Topic: Good Dungeon Design Principles
- Replies: 42
- Views: 41103
Re: Good Dungeon Design Principles
Whatever you do, the most important thing IMHO is to get someone else to test it to destruction. No matter what you do, how many times you run through, someone else will find a bug,find a particular puzzle unsolvable, a trap unavoidable etc. The more you test it yourself, the more assumptions you ma...
- Fri Oct 19, 2012 12:07 pm
- Forum: Modding
- Topic: Save compatible with a new version of a custom dungeon ?
- Replies: 5
- Views: 8510
Re: Save compatible with a new version of a custom dungeon ?
For what it's worth i have seen this before as well. Makes sense that a save will take an image of the complete state of your dungeon, but i think i have seen script changes not being actioned either. I can understand things like items and general layout being effected, but not neccesarilly scripts ...
- Thu Oct 18, 2012 10:42 am
- Forum: Modding
- Topic: Killing spawned monsters
- Replies: 10
- Views: 10105
Re: Killing spawned monsters
Just wondering if you got a response from the devs on the error [string "Cube.lua"]:0: attempt to index field 'map' (a nil value) stack traceback: I had the same thing with a teleporter... a pure guess says the problem is the game losing track of where something actually is when you attemp...
- Tue Oct 16, 2012 11:43 am
- Forum: Modding
- Topic: Post your mods
- Replies: 114
- Views: 115671
Re: Post your mods
Hodrans Orb V3.0.1 Available on Steam http://steamcommunity.com/sharedfiles/filedetails/?id=102851259 and Grimrock Nexus http://grimrock.nexusmods.com/mods/51 A short adventure (despite many hours fiddling with lua scripts) hopefully now balanced and bug free. Traps, puzzles etc..... if you can get ...
- Mon Oct 15, 2012 5:22 pm
- Forum: Modding
- Topic: [Mod] Hodrans Orb
- Replies: 13
- Views: 20788
Re: [Mod] Hodrans Orb
Think i have got it on Steam as well now.... eventualy
http://steamcommunity.com/profiles/7656 ... pid=207170
http://steamcommunity.com/profiles/7656 ... pid=207170
- Mon Oct 15, 2012 12:40 pm
- Forum: Modding
- Topic: [Mod] Hodrans Orb
- Replies: 13
- Views: 20788
Re: [Mod] Hodrans Orb
OK.... bug fixed
Apologies all
Apologies all
- Mon Oct 15, 2012 2:46 am
- Forum: Modding
- Topic: [Mod] Hodrans Orb
- Replies: 13
- Views: 20788