Search found 7 matches
- Fri Sep 11, 2015 9:07 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
- Replies: 324
- Views: 482376
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
any work appreciated, I tried to put together the logical puzzles, item locations, scripting ... so the easy stuff in my opinion - cause frankly i am lost at 3D modeling.
- Sat Feb 07, 2015 5:08 pm
- Forum: Modding
- Topic: [Script] Equip/Unequip Stopper (Fixed)
- Replies: 8
- Views: 12458
Re: [Script] Equip/Unequip Stopper (Fixed)
great idea Diarmuid,
I am just having troubles when I put the curse item over existing equipped item - and vice versa.
(game crash resp cursed item disappers)
I am just having troubles when I put the curse item over existing equipped item - and vice versa.
(game crash resp cursed item disappers)
- Sat Feb 07, 2015 9:39 am
- Forum: Modding
- Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
- Replies: 324
- Views: 482376
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
thanks Thomson for the feed back there is now version with levels 1 -11 (full of unfinished stuff) on Git -re lvl 5 trapdoor - those misallignments in original drives me crazy -re portals - well it's far from final stage, so far i am glad it works the way it is -re illusional walls - those strange l...
- Thu Jan 22, 2015 10:15 am
- Forum: Mod Creation
- Topic: [WIP] Grimrock Model Toolkit 2 (MeshCraft)
- Replies: 57
- Views: 62737
Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)
Hello,
downloaded version 0.7.0.1,
installation on linux ubuntu 14.04 under wine finished OK
but when running it - nothing comes up
is there any linux version? (or just hit me with a brick if I am missing the obvious)
thanks
downloaded version 0.7.0.1,
installation on linux ubuntu 14.04 under wine finished OK
but when running it - nothing comes up
is there any linux version? (or just hit me with a brick if I am missing the obvious)
thanks
- Thu Jan 22, 2015 9:55 am
- Forum: Modding
- Topic: Launching a script, stopping a timer
- Replies: 19
- Views: 20743
Re: Launching a script, stopping a timer
Objects that are not on the party's level update slower than objects that are on the party's level. This means that off-level timers run much slower. If you want a timer that runs at the same speed regardless of the party's level, attach a TimerComponent to the party instead of using a "timer&...
- Wed Jan 21, 2015 10:17 pm
- Forum: Modding
- Topic: Launching a script, stopping a timer
- Replies: 19
- Views: 20743
Re: Launching a script at other level
Hello guys, I am trying to make it easier by creating one script on level 1 which specific alcoves call, such alcove is on every other level (up to 12) but I noticed that when calling script put with editor on different level other is the calling entitiy, all the processing is really slow, about 10 ...
- Wed Jan 21, 2015 6:02 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
- Replies: 324
- Views: 482376
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Levels 1 to 6 should be playable now - let me know if you find any error that stops you from progress. still not fine tuned, but puzzles, keys, special quests and ladder/stairs connections between levels are working and as always if anybody knows how/willing to model few things like items or monster...