Search found 92 matches
- Thu Jun 18, 2015 12:35 pm
- Forum: Grimrock 2 Discussion
- Topic: Russian translate is done!
- Replies: 46
- Views: 78568
Re: Russian translate is done!
Новости будем публиковать тут и на сайте локализации TBSplay.
- Sat Jun 13, 2015 11:45 am
- Forum: Grimrock 2 Discussion
- Topic: Russian translate is done!
- Replies: 46
- Views: 78568
Re: Russian translate is done!
OlegDX, прочти пожалуйста это.OlegDX wrote:Приносим извинения, но сейчас нет времени заниматься переводам этой игры.
(просто после каждого патча нужно начинать чуть ли не самого начала, а проходить по множество раз одно и тоже самое....!!!!. Есть другие игры).
- Wed Sep 17, 2014 2:00 pm
- Forum: Grimrock 2 Discussion
- Topic: Will you support languages other than English?
- Replies: 21
- Views: 27071
Re: Will you support languages other than English?
Localization is a pita, especially for a small developer like us. At least the following todos come quickly to mind: - gathering and marking all text to be localized - translation work - unicode support - adding all needed glyphs to fonts - replacing text painted in textures - UI layout issues - ke...
- Fri Sep 14, 2012 11:57 pm
- Forum: Modding
- Topic: [MOD] the warlock (maybe from firetop mountain)
- Replies: 67
- Views: 81206
Re: warlock of firetop mountain
Nice! I'll be wait this! Good luck!pulpum wrote:Ok! I started the beast on beta editor. I have 2 functional levels for now... we'll see in a week what we have!
- Fri Sep 14, 2012 11:17 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
- Replies: 324
- Views: 500025
Re: EOB: Waterdeep Sewers
Very nice! I like this level. Please continue your recreation of EoB!djoldgames wrote:Check my EOB level1 (EOB: Waterdeep Sewers) recreation on Steam Workshop, with default Grimrock Dungeon wallset and enemies. All mechanics is implemented...
- Fri Sep 14, 2012 1:05 pm
- Forum: Modding
- Topic: I'm stumped... help!
- Replies: 25
- Views: 34158
Re: I'm stumped... help!
Now it's work! Thank you!
- Fri Sep 14, 2012 12:50 pm
- Forum: Modding
- Topic: I'm stumped... help!
- Replies: 25
- Views: 34158
Re: I'm stumped... help!
Yeah, add a script entity and refer to the door with its ID. For example, if you would want to open a with the ID of dungeon_door_wooden_locked_1 with an iron key, you could add the following line to a script entity: dungeon_door_wooden_locked_1:setOpenedBy("iron_key") Any key should work...
- Thu Sep 13, 2012 11:55 pm
- Forum: Modding
- Topic: Post your mods
- Replies: 114
- Views: 122390
Re: Post your mods
The Reeking Depths: http://grimrock.nexusmods.com/mods/images/thumbnails/7-1-1347566075.jpg Into the depths you descend to find the source of the disappearances that have plagued your countrymen. 6 Floors, a boss fight, several puzzles, and a story waiting to be told. http://grimrock.nexusmods.com/...
- Thu Sep 13, 2012 11:51 pm
- Forum: Modding
- Topic: I'm stumped... help!
- Replies: 25
- Views: 34158
Re: I'm stumped... help!
Ah, I didn't read it carefully enough - that lock is different! Other locks you place on the wall, and enter which key Name will activate the lock, then you link the lock to the door you want opened. This door with the lock in the middle, I can't make it work either. Of course, this is clear. But w...
- Thu Sep 13, 2012 10:13 pm
- Forum: Modding
- Topic: I'm stumped... help!
- Replies: 25
- Views: 34158
Re: I'm stumped... help!
mmmm.Where put the key Name? If click on door in editor I see only checkbox "add pul chain", that's all. Excuse me.Komag wrote:you have to put the key Name, not ID
