Search found 2762 matches

by minmay
Wed Sep 14, 2022 5:36 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2969527

Re: Ask a simple question, get a simple answer

Instead of an obstacle, return false from the PartyComponent.onMove hook, this will immediately set the party to the idle state. The same trick works with PartyComponent:turn() and the onTurn hook.
by minmay
Wed Sep 14, 2022 5:33 am
Forum: Grimrock 1 Discussion
Topic: Sword deals 0 damage almost all the time!!!
Replies: 3
Views: 11384

Re: Sword deals 0 damage almost all the time!!!

Because they do the least damage, due to having the worst speeds.
by minmay
Sat Sep 10, 2022 7:19 am
Forum: Mod Creation
Topic: Not Enough Memory
Replies: 4
Views: 3345

Re: Not Enough Memory

The thing that usually "sets off" out of memory errors is saving the game, because it creates a big chunk of data and makes a compressed copy of that big chunk of data, using an even bigger amount of memory. The standard assets, despite being "only" about 1GB, already push you fa...
by minmay
Wed Aug 24, 2022 9:36 pm
Forum: Grimrock 2 Discussion
Topic: Lnux LoG2?
Replies: 2
Views: 4752

Re: Lnux LoG2?

When running in Wine or Proton, you may also get better results by using the OpenGL renderer instead of the default one. This can be done with a relatively small amount of hex editing: 1. Open your grimrock2.dat in a hex editor. Find the string "tooltipDelay" followed by the byte 0B follow...
by minmay
Sun May 29, 2022 9:04 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2969527

Re: Ask a simple question, get a simple answer

DoorComponent uses the bounding box of the gate node (for normal doors) or the door_left and door_right nodes (for double doors) for projectile and FirearmAttackComponent collision. The problem here is that two of the door models in that asset pack have empty gate nodes. You can fix this by shufflin...
by minmay
Tue May 03, 2022 9:44 am
Forum: Grimrock 1 Discussion
Topic: Console commands
Replies: 5
Views: 15859

Re: Console commands

eastwind wrote: Tue May 03, 2022 5:15 amI have no idea why 192 should make the backtick\tilde key be the key to turn it on, that's not the ascii code for those, but it works.
https://cherrytree.at/misc/vk.htm
by minmay
Mon May 02, 2022 5:12 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2969527

Re: Ask a simple question, get a simple answer

This is quite complicated to do in a way that works. The skillModifiers field may be relevant. You'll need to manage skill traits by hand no matter what approach you use (because adding skill traits can be automatic, but removing them when skill levels decrease is not). If you use skillModifiers, yo...
by minmay
Mon Apr 25, 2022 5:26 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2969527

Re: Ask a simple question, get a simple answer

You can also use

Code: Select all

party:isCarrying(itemName)
to check if they're carrying the scroll, including in containers.
by minmay
Tue Mar 08, 2022 4:34 am
Forum: Mod Creation
Topic: Portal Problem
Replies: 1
Views: 3210

Re: Portal Problem

Going through a portal sets the time multiplier to 0.3, disables controls, and fades out the screen. You can undo the effects like this:

Code: Select all

GameMode.setTimeMultiplier(1)
GameMode.setEnableControls(true)
GameMode.fadeIn(0,0)
by minmay
Thu Jan 27, 2022 10:41 am
Forum: Mod Creation
Topic: Export game acts different
Replies: 2
Views: 3700

Re: Export game acts different

That object has minimalSaveState, so when the game is saved and loaded, only its map position is preserved. Any changes you made to it, such as disabling Components, are lost.