Search found 12 matches
- Mon Dec 24, 2012 10:23 pm
- Forum: Grimrock 1 Discussion
- Topic: How do I install Toorums quest
- Replies: 4
- Views: 4884
I figured it out
OK I got it working! The correct dungeon folder was in the Almost Human sub-folder inside of user Document folder. I'm still trying to get my head around Windows 8 which is not as intuitive as earlier Windows versions. Thanks for your assistance anyway. Happy Holidays (if you celebrate it). Where I ...
- Mon Dec 24, 2012 10:10 pm
- Forum: Grimrock 1 Discussion
- Topic: How do I install Toorums quest
- Replies: 4
- Views: 4884
Re: How do I install Toorums quest
I haven't found any dungeon folder in my install. Creating a dungeon folder and placing the .dat file into it didn't make any difference.
What is the correct directory path for the dungeon folder?
What is the correct directory path for the dungeon folder?
- Sun Dec 23, 2012 5:16 am
- Forum: Grimrock 1 Discussion
- Topic: How do I install Toorums quest
- Replies: 4
- Views: 4884
How do I install Toorums quest
Hello everyone: I updated Grimrock with the patch and then downloaded and extracted the Toorums quest platform game. In what folder does the Toorums quest contents go to? When I started the game neither in custom dungeons or in the game editor did I find the Toorums quest game files. I noticed for w...
- Wed Oct 17, 2012 3:03 am
- Forum: Modding
- Topic: [DUNGEON]- Lost Ships of Sir John Franklin-[WIP]-Help Wanted
- Replies: 25
- Views: 20943
Re: [DUNGEON]- Lost Ships of Sir John Franklin-[WIP]-Help Wa
I really like the snowy , frosty feel of the dungeons. I live in the Great White North (Canada) and with November quickly approaching and the chance of snow the dungeons are reminding me of cold days ahead. The reason for my post is to suggest adding snowdrifts to the ground, icicles, pools of froze...
- Tue Oct 09, 2012 6:32 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 321811
Re: EDITOR Feature Requests (not bugs!)
A means to pin notes to specific rooms. The notes may be a todo list for example.
- Tue Oct 09, 2012 5:18 am
- Forum: Modding
- Topic: how about a concise tutorial to help us
- Replies: 6
- Views: 4821
I'm thinking more of assignments
Thanks people. This community support is great. I looked at several of Komags' tutorials and to be sure he is a great narrator and teacher. I had no problem following along and his first tutorial got me brave enough to try my hand at the editor. I'm thinking more in lines of a Word document that we ...
- Tue Oct 09, 2012 12:43 am
- Forum: Modding
- Topic: how about a concise tutorial to help us
- Replies: 6
- Views: 4821
how about a concise tutorial to help us
I've been a game player for some 30 years now. Yes I'm that old! But the idea of game modding to me is very new. Back in 'the day' I would type games in from magazines and generally played it as is. Now we have the ability to mod our games and learning to do this for me is both a thrill and a challe...
- Mon Oct 08, 2012 6:34 am
- Forum: Modding
- Topic: triggering an event from an alcove
- Replies: 5
- Views: 4490
I fixed the problem
I only needed to change the EVENT to ANY for the dungeon alcove. Now when I remove the key the trapdoor opens.
Thanks to everyone who offered help. And so quickly!
Thanks to everyone who offered help. And so quickly!
- Mon Oct 08, 2012 6:25 am
- Forum: Modding
- Topic: triggering an event from an alcove
- Replies: 5
- Views: 4490
clarification of the problem
What I want to happen is that when the key is picked up from the alcove by the party then the trap door opens.
When I pick up the key the trappdoor isn't opening. Nothing triggers. The trigger is activated when the key is put back which is opposite to what I want to happen.
When I pick up the key the trappdoor isn't opening. Nothing triggers. The trigger is activated when the key is put back which is opposite to what I want to happen.
- Mon Oct 08, 2012 3:45 am
- Forum: Modding
- Topic: triggering an event from an alcove
- Replies: 5
- Views: 4490
triggering an event from an alcove
Hi everyone. Hope your having fun with the editor. I want to set up a trap/puzzle that when you remove a iron key from a dungeon alcove then a trap door is opened. The logic I have will only open the trap door if the key is returned to the alcove. Removing the key doesn't open the trapdoor. These ar...