Search found 199 matches
- Sun Dec 10, 2023 1:00 am
- Forum: Mod Creation
- Topic: Swamp Toad Eat Bomb
- Replies: 2
- Views: 903
Re: Swamp Toad Eat Bomb
I checked the code with uMod and this is what I found: MonsterStealWeaponComponent has this function: function MonsterStealWeaponComponent:finish() if self.go.tongueItem then self.go:removeComponent(self.go.tongueItem) end self.tongueItemScale = nil -- digest items for _,it in self.go.monster:conten...
- Sun Dec 03, 2023 9:09 pm
- Forum: Mod Creation
- Topic: Blender importer/exporter [1.7.1]
- Replies: 21
- Views: 26932
Re: Blender importer/exporter [1.6.1]
I tried it out in Blender 3.4 and then 4.0 and I get this error:
- Fri Nov 24, 2023 10:38 pm
- Forum: Grimrock 1 Discussion
- Topic: I hope the fan base is still alive...
- Replies: 16
- Views: 3025
Re: I hope the fan base is still alive...
Replying since the discord link is in my signature
- Mon Sep 11, 2023 6:07 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 43
- Views: 58260
Re: [Beta] Grimrock 2 Randomizer
And by the way, here's a question... Is it possible to simply disable the generation of random monsters in this location and just write there the original code from LoG II? I could do that, but the current version already works fine for new players. I can't fix for existing save files from 1.6.5 an...
- Sun Sep 10, 2023 3:13 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 43
- Views: 58260
Re: [Beta] Grimrock 2 Randomizer
Alright I think I fixed it this time (version 1.6.6) I still might be able to save your current save file. If you're able to load your current save, you can paste this fix in the console: spores_timer.timer:removeConnector("onActivate", "spores", "tick"); spores:destro...
- Wed Sep 06, 2023 3:02 am
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 43
- Views: 58260
Re: [Beta] Grimrock 2 Randomizer
Hmmm!... So, the more I sit in the main menu before starting a new game, the more interesting the result might be? No no, it just makes it sure that you won't get the EXACT same results as on another run by making the number "random" I'm not going to work on this mod anymore because I act...
- Tue Sep 05, 2023 11:54 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 43
- Views: 58260
Re: [Beta] Grimrock 2 Randomizer
By the way, I started writing down the numbers that the randomizer gives on the screen at the very beginning of the game. I understand correctly that there is no repetition of these values. Or is the number of these values limited after all? Yeah I need to give it a new number otherwise the randomi...
- Tue Sep 05, 2023 10:44 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 43
- Views: 58260
Re: [Beta] Grimrock 2 Randomizer
Because of this, I have a request for the author 7Soul or someone who knows how to fix this problem in the "Randomizer" code. Please help me to make corrections in the code so that I don't have to activate the console every time. I play without a console... I have uploaded a new version (...
- Mon Mar 20, 2023 12:04 am
- Forum: Mod Creation
- Topic: [UMod] Hi-Res UI Scaling
- Replies: 5
- Views: 11755
Re: [UMod] Hi-Res UI Scaling
Not working for me, please help. I have 2560 x 1440 resolution, nothing changes. Did you add your resolution to the mod? At the beginning of the code you should see this: Gui.presetScaleFactors = { ["1600 x 1200"] = 1, ["1920 x 1080"] = 1, ["1920 x 1200"] = 1.1, ["...
- Mon Feb 06, 2023 7:24 pm
- Forum: Mod Creation
- Topic: debugDraw
- Replies: 9
- Views: 4452
Re: debugDraw
It doesn't work if the map has water in it