Search found 511 matches
- Mon May 24, 2021 3:20 pm
- Forum: Modding
- Topic: [MOD] The One Room Dungeon - Round 1 - RELEASED
- Replies: 221
- Views: 248179
Re: [MOD] The One Room Dungeon - Round 1 - RELEASED
I can't say that about any game since the original Eye Of The Beholder series by TSR back in the 80s or 90s. Been so long I forget. And I can't play them anymore for obvious reasons. My PC doesn't even have a floppy disk drive anymore and I doubt Windows 10 would run any of those games. 8-) https:/...
- Mon May 24, 2021 2:14 pm
- Forum: Modding
- Topic: Grimwold's Grimrock Puzzle Frameworks
- Replies: 23
- Views: 83322
Re: Grimwold's Grimrock Puzzle Frameworks
hey , great thread by the way this is working with grimrock 2? thx I recently spent a few hours trying to get some of these working in Grimrock 2 and unfortunately had no luck.. The problems stemmed from how I spawned in the timers etc. needed by these scripts.. this appears to have changed in LOG2...
- Mon May 24, 2021 10:44 am
- Forum: Modding
- Topic: [MOD] The One Room Dungeon - Round 1 - RELEASED
- Replies: 221
- Views: 248179
Re: [MOD] The One Room Dungeon - Round 1 - RELEASED
Hi wagtunes! Glad you were eventually able to complete the ORRR1! As creator of only the second room in any ORRR dungeon I had nothing to go on regards what was expected.. it was pretty early on in Grimrock modding and I had only seen Neikun's room in the dungeon when I created mine. At the time I w...
- Fri Mar 07, 2014 2:44 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267391
Re: New Spells >> show them off here
Any ideas on what to do here? In your burstSpellAttacks script you will need to define x,y and direction to pass to the pushback script. I think this normally comes from the onCast hook. It's been a long time since I wrote lua script, but I think there's a way to determine the party's co-ords... su...
- Thu Mar 06, 2014 9:38 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267391
Re: New Spells >> show them off here
I think you might need to use the onAttack party hook to run a script that checks if the weapon being used is the one associated with the spell (I used a similar one for my return axe script). If that is true, then you would run the script grimwold_spell_script.pushbackSpell(caster,x,y,direction,ski...
- Wed Mar 05, 2014 10:14 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267391
Re: New Spells >> show them off here
I've got a question, how can I add a spell effect to an item? I want to add Grimwolds pushback spell to an item, so it casts when the item hits an enemy, I've tried onAttack and onUseItem but neither works, is this even possible to do? I did this once for a room I never used... a long time ago... I...
- Mon Jul 01, 2013 6:06 pm
- Forum: Support and Tech Discussion
- Topic: Failed to publish to Steam Workshop
- Replies: 10
- Views: 22716
Re: Failed to publish to Steam Workshop
Thanks Komag. I'll give that a try. I'm also going to try from another PC where I have steam installed.
- Mon Jul 01, 2013 4:40 pm
- Forum: Support and Tech Discussion
- Topic: Failed to publish to Steam Workshop
- Replies: 10
- Views: 22716
Failed to publish to Steam Workshop
I was trying to publish a mod to the steam workshop and the mod seemed to export fine and then spent ages saying "publishing", before eventually returning an error " Failed to Publish Project: Fail "... does anyone have an idea why this might happen? Is there a log file anywhere ...
- Tue Feb 26, 2013 3:55 pm
- Forum: Modding
- Topic: Refactoring The Object System
- Replies: 18
- Views: 13890
Re: Refactoring The Object System
Very exciting changes indeed! I am going to look forward to reading these developer updates.
- Mon Feb 25, 2013 6:03 pm
- Forum: Modding
- Topic: LOG 2 announcement
- Replies: 38
- Views: 25814
Re: LOG 2 announcement
Thanks for your comments Antti. It's completely understandable that you don't want to be shackled by attempting to maintain compatibility... and as Skuggasveinn says, lua scripts can be re-written and assets re-purposed. So even if the dungeon.lua files can't be loaded directly, It ought to be possi...