Search found 807 matches
- Tue Oct 08, 2013 11:49 pm
- Forum: Modding
- Topic: exterior asset pack v2....yes,or no?
- Replies: 51
- Views: 38115
Re: exterior asset pack v2....yes,or no?
on one other wee little side note those assets from those city and forest sets look all nice and well, and yeah i'm also convinced that they would work beautifully, but here's the newsflash.....never released, so what about them apples?. :| also there's the old saying don't spend it all in one plac...
- Sun Oct 06, 2013 6:25 am
- Forum: Modding
- Topic: Bug Fix: Fully working entitiesAt and allEntities functions.
- Replies: 15
- Views: 17581
Re: Bug Fix: Fully working entitiesAt and allEntities functi
Hi At the risk of sounding Stupid (lol) does this mean that if a player puts a maker on the map the game wont crash?? EDIT: If I add this Code to my mod now would it affect it Eg: Crash it? Due to a bug in the game, if players put map markers on the map, it messes up with entitiesAt/allEntitiesAt f...
- Sat Oct 05, 2013 5:20 am
- Forum: Modding
- Topic: EXSP Lite v1.6 [NEW]
- Replies: 1
- Views: 1783
Re: EXSP Lite v1.6 [NEW]
Quick note: the origianl newAllEntities fix was dramatically slowing down exsp. It's now fixed with my updated version. If you downloaded this earlier today, please download it again and just update the exsp script_entity.
- Sat Oct 05, 2013 5:08 am
- Forum: Modding
- Topic: Bug Fix: Fully working entitiesAt and allEntities functions.
- Replies: 15
- Views: 17581
Re: Bug Fix: Fully working entitiesAt and allEntities functi
Hi guys, While doing some benchmarking for EXSP using my new profiler, I realized the above implementation of newAllEntities(level) was really slow (around 0.8ms for about a 100 entities). Here is an updated version, which runs at about 0.04ms for 1000 entities, so approx 150-200x faster: function n...
- Fri Oct 04, 2013 2:31 pm
- Forum: Modding
- Topic: EXSP Lite v1.6 [NEW]
- Replies: 1
- Views: 1783
EXSP Lite v1.6 [NEW]
Hey folks! A request from a modder here brought me to revisit the EXSP project once again, with a major refactoring. Exsp Lite v1.6 : Back to basics EXSP started as a project to create spell spinners in Grimrock, like those in Dungeon Master. Along the way, the project got ambitious and evolved in a...
- Fri Oct 04, 2013 2:17 am
- Forum: Modding
- Topic: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)
- Replies: 630
- Views: 529613
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I think it's best if you send me the file as soon as possible even if the breath isn't finished, that way we'll be abe to move along!Leki wrote:Shall I wait for the dragonbreathe particle? I'm going to finish my room (I guess) tonight.
- Thu Oct 03, 2013 5:50 am
- Forum: Modding
- Topic: Profiling in LoG1
- Replies: 10
- Views: 7763
Re: Profiling in LoG1
Yeah that would be a bonus. Now I can see the light of this Script, it will be extremely handy to have.. That way I can adjust my Timers to perfect timming right?? Yeah I love this Script already.. Man wish I had your talents.. Ohhh well I keep trying LOL.. So I just connect your script to my timer...
- Thu Oct 03, 2013 4:33 am
- Forum: Modding
- Topic: Profiling in LoG1
- Replies: 10
- Views: 7763
Re: Profiling in LoG1
Hi Diarmuid how r u? I don't know what your coding does exactly?? What is it supposed to do, Sorry imam not very good with coding.. I have some idea, but would like to know what this coding would be good for?? Sorry for my ignorance but I don't understand what it does.. I wish I did though.. It's a...
- Wed Oct 02, 2013 11:30 pm
- Forum: Modding
- Topic: Profiling in LoG1
- Replies: 10
- Views: 7763
Re: Profiling in LoG1
Hi! With JohnW's suggestion, I managed to code a profiler which works reasonably well. You pass it a function, and it gives you approximately how many ms it takes to run. Put the code in a script entity named "logProfiler". Then call the profiler using something like that (example called f...
- Wed Oct 02, 2013 3:45 am
- Forum: Modding
- Topic: Re Destroying Multiple Objects need help
- Replies: 5
- Views: 3999
Re: Re Destroying Multiple Objects need help
Just a quick tip, you can make this code 'crash safe' by checking for nil results from findEntity() before trying to call the destroy method. Problems arise if you try to call methods on a nil object, and if find entity doesn't find a given entity, it will return nil. For instance, if you accidenta...