Search found 2762 matches
- Sat Nov 26, 2022 11:39 pm
- Forum: Modding
- Topic: intro post (+LOG1 modding questions!)
- Replies: 5
- Views: 3868
Re: intro post (+LOG1 modding questions!)
The fields you can put on objects are listed here: http://www.grimrock.net/modding_log1/asset-definitions-reference/ You won't find the name of a variable for a digestion rate modifier on items in Grimrock 1, because no such variable exists. The effects of the Diviner's Cloak and Brace of Fortitude ...
- Mon Nov 14, 2022 12:27 am
- Forum: Mod Creation
- Topic: Missing textures that are right there.
- Replies: 10
- Views: 4656
Re: Missing textures that are right there.
Make sure the filenames and directory names are all lowercase.
- Tue Nov 01, 2022 10:06 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2978593
Re: Ask a simple question, get a simple answer
Not remotely conveniently; Alchemist's herb reproduction is tied to the defined names of the 6 standard herbs, but CraftPotionComponent also relies on those names, so just changing them won't work. And while you can kill Farmer's xp-from-food with onUseItem hooks on food, getting it to gain xp from ...
- Mon Oct 31, 2022 10:06 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2978593
Re: Ask a simple question, get a simple answer
There's nothing you can do in your custom dungeon to allow importing non-standard class/race names into it; that crash happens before your custom dungeon is even loaded, so you have no opportunity to run any code at all, not even your init.lua. You can of course prevent your dungeon from creating ne...
- Sat Oct 29, 2022 5:34 am
- Forum: Mod Creation
- Topic: Blender importer/exporter [1.7.1]
- Replies: 21
- Views: 26900
Re: Blender importer/exporter [1.6.0]
Updated to work in Blender 3.2+. Sorry, I totally missed that there was a breaking change until today. Also finally added vertex color support. Under normal circumstances, vertex colors are ignored by both Grimrock games. However, if you are using umods to use custom shaders, you can access vertex c...
- Sun Oct 23, 2022 4:05 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2978593
Re: Ask a simple question, get a simple answer
That's indeed a complicated thing to do without umods. You'd need to draw the health bar with your own code, which would be easy enough to copy from the vanilla source code for it, but there are a few problems: 1. You can't draw it at the proper time: the blood splash when a champion gets hit should...
- Fri Oct 21, 2022 9:15 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 57550
Re: [WIP] Final Adventure
Ooh, someone finally used the weird alien model from grimrock2.dat
- Fri Oct 14, 2022 8:34 pm
- Forum: Mod Creation
- Topic: Freezing a retextured monster.
- Replies: 3
- Views: 2643
Re: Freezing a retextured monster.
Yep, FrozenMonsterComponent doesn't account for material overrides and it's quite an annoying bug. The most practical workaround is just to check if the monster's frozen on every frame, and if it isn't, set its material overrides to what you want. You can do this in a LightComponent onUpdate hook on...
- Sun Oct 02, 2022 2:33 am
- Forum: Mod Creation
- Topic: Wizards warping off of ground?
- Replies: 8
- Views: 4134
Re: Wizards warping off of ground?
I think you should be able to use setWorldPositionY() on the monster object to adjust its Y position to the heightmap (put some other object on the ground at the same x/z world position and copy its y world position), without disrupting anything else. setWorldPosition() and setSubtileOffset() (which...
- Wed Sep 21, 2022 5:53 am
- Forum: Grimrock 1 Discussion
- Topic: LOG Linux Native Verson Question
- Replies: 2
- Views: 4366
Re: LOG Linux Native Verson Question
Sorta. There are a few differences between the Windows version and the Mac+Linux versions. In favor of the Mac/Linux versions, the Windows version uses Direct3D 9 for rendering whereas the Mac+Linux versions use a slightly different, and generally better, OpenGL rendering engine. The big visual diff...