Search found 51 matches
- Wed Aug 26, 2015 8:50 pm
- Forum: Modding
- Topic: Trouble Importing LoG 1 monsters to LoG 2 map
- Replies: 5
- Views: 9692
Re: Trouble Importing LoG 1 monsters to LoG 2 map
Yes, the init.lua is importing every .lua in the scripts folder. And if I can't simply copy paste them in then I have no idea what I did differently the first time. It was very easy to make everything pop up in the editor. EDIT: It would seem that using v2 of the asset pack was the problem. v1 appar...
- Wed Aug 26, 2015 7:53 pm
- Forum: Modding
- Topic: Trouble Importing LoG 1 monsters to LoG 2 map
- Replies: 5
- Views: 9692
Trouble Importing LoG 1 monsters to LoG 2 map
I've been able to do it in the past, but for whatever reason, the editor will not let me use any monsters from LoG 1. I've got the asset pack v2, I copy the entire code for a monster such as the warden (apparently named guardian in some code) right into my custom dungeon's monsters.lua file, and yet...
- Thu May 28, 2015 7:38 am
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth v1.0
Thanks for the feedback Zo Kath. These were accidental oversights, they're fixed now.
- Tue May 19, 2015 6:47 am
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth v0.9
I just went through and playtested the map almost entirely. The only unfinished areas are the Sewers, its boss battle, another boss, the Arena (not completely done, but I'm adjusting difficulty accordingly, it's hard to get right), and the final boss. The final boss is hard. I have trouble with him ...
- Mon May 18, 2015 8:54 pm
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth v0.9
When I get a chance I'll go through the map in editor mode and try to fix everything in one go. Very sorry for this issue, I didn't realize how strong spiders are.
Also is the door by the crystal in the mines hard to figure out how to open? I made a change earlier to make it a bit easier.
Also is the door by the crystal in the mines hard to figure out how to open? I made a change earlier to make it a bit easier.
- Mon May 18, 2015 4:06 pm
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth v0.9
Is it still bad? I increased the time on it but I have to play through the map with every change I make -.-hansbleeb wrote:please turn of the spider generator in the mines!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- Sat May 16, 2015 8:28 pm
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth
ok, I used the steam workshop link and downloaded version 0.9 it now starts on the beach and not in the trade tunnels !?? and when you leave the beach the automap does not seem to work anymore :shock: I am a little confused :geek: :geek: :geek: The beach is the real start. I set the wrong location ...
- Sat May 16, 2015 3:07 pm
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth
Unfortunately you're stuck because I missed fixing a small area that would allow you to progress. You'd have to restart, Grimrock doesn't support saves through version changes. I've tested the rest of the map so there shouldn't be any more problems. Sorry about this, getting playtesters has been dif...
- Sat May 16, 2015 8:12 am
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth
i am stuck on 2 places on the map the door at a and the door at b.. by one of the secret buttons, i hear a moveball wall opens.. but i can not find it.. and i found a bug in one of te towers of the city gates.. you can clinb up, but you can,t climb down.. http://s137.photobucket.com/user/bliepertro...
- Thu May 14, 2015 7:48 pm
- Forum: Custom Dungeons
- Topic: The Fall of Maelroth v1.0
- Replies: 32
- Views: 48827
Re: The Fall of Maelroth
PM is fine if you want. Thanks.