Search found 511 matches

by Grimwold
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:/...
by Grimwold
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...
by Grimwold
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...
by Grimwold
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...
by Grimwold
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...
by Grimwold
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...
by Grimwold
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.
by Grimwold
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 ...
by Grimwold
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.
by Grimwold
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...