Search found 51 matches
- Sun Apr 12, 2015 2:52 am
- Forum: Modding
- Topic: [MOD] Hidden Temple (WIP)
- Replies: 5
- Views: 8444
Re: [MOD] Hidden Temple (WIP)
It's been a long time but I recently returned. This mod has been updated to level 7 on Steam so far.
- Fri Aug 29, 2014 5:00 pm
- Forum: Modding
- Topic: LED Wall Display: 0 - 99
- Replies: 24
- Views: 35417
Re: LED Wall Display: 0 - 99
Love it! I'm going to find a use for it in my newest dungeon
- Fri Aug 29, 2014 4:50 pm
- Forum: Modding
- Topic: Edit: A little time,wasted because I didn't pay attention.
- Replies: 7
- Views: 6818
Re: Edit: A little time,wasted because I didn't pay attentio
I'm getting the GIT branch right now for it (and source, as I'm also a software engineer) and I can't wait to explore it. I've played every single gold box game that existed (and I have them all) - I once built a Windows app that uses DosBOX to launch all of them multi-threaded with the appropriate ...
- Sat Aug 09, 2014 6:54 pm
- Forum: Modding
- Topic: AN altar script
- Replies: 1
- Views: 3434
Re: AN altar script
Hi ive mostly been cannibalising other scripts up till now since i know jack shit about scripting and ive been having small issue with trying to make a script to do something Basically i have 4 altars 2 with yellow gems and 2 with green gems and i need it to activate a teleporter when the gems are ...
- Sun Aug 03, 2014 11:01 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 82591
Re: [Mod] Stronghold of Daemurra
I've fixed the dagger on the Steam version and will be uploading the Nexus Mods version shortly.
- Tue Jun 24, 2014 2:59 am
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 82591
Re: [Mod] Stronghold of Daemurra
Ok, finished the module and everything worked well for me. I have to use the console to bypass one thing, though, but I´m sure this was not a bug, just a matter of misunderstood. the alcove where you have to put plants. I put one of each, as described, but no secret door opens. That was a nice dune...
- Sun Jun 22, 2014 9:37 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 82591
Re: [Mod] Stronghold of Daemurra
Thanks. I've adjusted it just now not only to put you in front of the button, but to face you at it :pleewroy wrote:No problem. Bypased it with console help, it's just to give you a heads up
- Sun Jun 22, 2014 9:23 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 82591
Re: [Mod] Stronghold of Daemurra
I found another problem...maybe: On level 6, if you fall in the first hole after cleaning the three door mechanism, you go to a room on level 7 that is shaped like a face. There's a teleporter back, but you arrive just in the hole of level 6, making you fall again and again. Is that a bug or I´m mi...
- Sun Jun 08, 2014 8:53 am
- Forum: Modding
- Topic: Useful scripts repository
- Replies: 105
- Views: 254375
Re: Useful scripts repository
Created an interesting "round-robin" scheme between 3 altars a la Eye of the Beholder. To reproduce: Create 3 altars. Make two of them inaccessible Name your primary one, the one someone is going to place an item onto, "sacrificeAltar" Name the other two "rewardAltar1" ...
- Sat Jun 07, 2014 7:05 am
- Forum: Modding
- Topic: [MOD] Hidden Temple (WIP)
- Replies: 5
- Views: 8444
Re: [MOD] Hidden Temple (WIP)
Finished level 4 with some fantastic puzzles and secrets, including a two-level secret and some fun stuff to figure out. If you guys wanna test it, you can help me see how well the balancing is going this time in terms of combat & weapon availability.