it's funny how you keep ignoring what everyone is saying.
no, wait, what's that other word I already used?
yeah, pathetic.
Search found 136 matches
- Sat Oct 25, 2014 12:06 am
- Forum: Grimrock 2 Discussion
- Topic: Set bonus lost when shields are in non-active weapon slot.
- Replies: 78
- Views: 60607
- Fri Oct 24, 2014 11:54 pm
- Forum: Grimrock 2 Discussion
- Topic: Set bonus lost when shields are in non-active weapon slot.
- Replies: 78
- Views: 60607
Re: Set bonus lost when shields are in non-active weapon slo
Here is how I would like it to work : - When you switch the shield away from the active slot, you lose 75 HP (and 75 max HP). - When you switch back the shield to the active slot, your max HP is increased by 75 and your health itself is increased by the set/shield's "health pool" which ma...
- Fri Oct 24, 2014 11:23 pm
- Forum: Support and Tech Discussion
- Topic: Antialiasing (+Workarounds)
- Replies: 24
- Views: 25987
Re: Antialiasing (+Workarounds)
it's easy enough to enable any kind of sampling you wish. I chose the 4x4 d3d supersampling. worked just fine and dandy.
options for FXAA, etc.
also directly allows you to manipulate frame rate to a fine degree, which I've had to use for some recent games to control overheating.
options for FXAA, etc.
also directly allows you to manipulate frame rate to a fine degree, which I've had to use for some recent games to control overheating.
- Fri Oct 24, 2014 11:02 pm
- Forum: Support and Tech Discussion
- Topic: Antialiasing (+Workarounds)
- Replies: 24
- Views: 25987
Re: Antialiasing (+Workarounds)
for Nvidia cards, you can use Nvidia Inspector to set all the antialiasing and other settings you want, for any game. just create a custom profile and apply it. it works perfect, it's just that you need to know what settings to apply to make AA compatible. http://www.guru3d.com/files-details/nvidia-...
- Fri Oct 24, 2014 10:48 pm
- Forum: Support and Tech Discussion
- Topic: custom dungeons not recognized
- Replies: 2
- Views: 4055
Re: custom dungeons not recognized
no, it was fine. turns out the dungeons I downloaded needed to be in the root, not in folders, and the dungeons I saw already in there were not yet compiled and mostly consisted of one room examples of assets.
all figured out now.
all figured out now.
- Fri Oct 24, 2014 9:38 pm
- Forum: Support and Tech Discussion
- Topic: custom dungeons not recognized
- Replies: 2
- Views: 4055
custom dungeons not recognized
I downloaded one of the new custom dungeons that are available from the few folks working on them so far, but the game will not recognize that it is there. I put it in the folder: ...Documents\Almost Human\Legend of Grimrock 2\Dungeons and notice that the game apparently came with many other custom ...
- Fri Oct 24, 2014 7:18 am
- Forum: Custom Dungeons
- Topic: Island of Varmuth (COMPLETE DEMO) (Last Update: 10/25/2014)
- Replies: 12
- Views: 18539
Re: Island of Varmuth (DEMO) (Last Update: 10/21/2014)
apparently as the only person actually working to create a custom map at this point... kudos! will keep an eye on this thread to see how it goes. But I made my map before him and its not a demo D: Does it matter who did what first? hey, when I posted that, Kado's was the ONLY custom posted in the t...
- Thu Oct 23, 2014 6:43 pm
- Forum: Grimrock 2 Discussion
- Topic: 4 Wizards needs help with skill points
- Replies: 14
- Views: 14452
Re: 4 Wizards needs help with skill points
What if I upgrade all wizards to full on armor skill. Then I would be able to wear heavy armor? you could... but likely you would be unable to move. heavy armor is... heavy. you really don't want to gimp your wizards by pumping a ton of points into strength. another reason I suggested battlemages u...
- Thu Oct 23, 2014 6:39 pm
- Forum: Grimrock 2 Discussion
- Topic: Rogue. Expert Throwing or Light Weapons?
- Replies: 22
- Views: 20020
Re: Rogue. Expert Throwing or Light Weapons?
you can still do a strength rogue with dual light weapons. two of the best light weapons in the game use strength as bonus instead of dex.
not traditional, yeah, but doable.
not traditional, yeah, but doable.
- Thu Oct 23, 2014 4:16 pm
- Forum: Grimrock 2 Discussion
- Topic: [spoilers] A possible change to the Cemetery puzzle?
- Replies: 11
- Views: 10583
Re: [spoilers] A possible change to the Cemetery puzzle?
and those who DON'T own log1 are just screwed. seriously, you KNOW it was a bad design decision to use clues that are so obscure for something that is necessary in order to complete the game. stop making apologies for a bad design decision; how are the devs ever going to learn if you keep making exc...