Running the mod must require an original copy of Legend of Grimrock 1 or Legend of Grimrock 2. Running the mod may not require, or perform, any modifications to the original game installation.
Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
According to the modding terms:
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
Fairly important, ... Id like to get the Weapon Set gui on pointAndakRainor wrote:Hey! I did a shop GUI with switchable hand slots, mimicking the base GUI. That said I never found how to track if the hands set of the default GUI was set 1 or set 2. But is it really that important if you can switch them in your own GUI ? At worst the shown set number will be inverse when the player leaves the shop
(pls ignore the thin red borders around the weapon swap buttons)
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But its complicated, and I was thinking you folk may have a simpler, more elegant solution... all good if not
Last edited by akroma222 on Sun Feb 25, 2018 10:58 pm, edited 1 time in total.
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
Can your mod be played w/o the 4 gb patch if you set the texture resolution to medium or low?Mysterious wrote:Hi all.
My mod is rather big and im using (4gb_patch) on the grimrock2.exe file so the Ram is increased to 4GB useage instead of what Grimrock 2 uses as standard. What I want to know is am I allowed to add the patched grimrock2.exe along with my mod? Or do I add the (4gb_patch) with my mod in the zip file?
Then if the later ill have to tell the user of my mod that they should make a back-up of their original (grimrock2.exe) and run the patch and then use the new grimrock2.exe.
PS: I don't want any copyright issues.
edit:
> Then if the later ill have to tell the user of my mod that they should make a back-up of their original (grimrock2.exe) and run the patch and then use the new grimrock2.exe.
http://ntcore.com/4gb_patch.php automatically makes a backup of the patched .exe
Re: Ask a simple question, get a simple answer
There was a mod on steam that would let you use a room to take equipment, tomes, give party members exp etc.
Does anyone have anything similar? Some custom dungeons recommend starting with leveled parties, so.....
Does anyone have anything similar? Some custom dungeons recommend starting with leveled parties, so.....
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
Gain many levelsmikko wrote:There was a mod on steam that would let you use a room to take equipment, tomes, give party members exp etc.
Does anyone have anything similar? Some custom dungeons recommend starting with leveled parties, so.....
https://steamcommunity.com/sharedfiles/ ... =343698501
Re: Ask a simple question, get a simple answer
Hi there,
I got an issue with a special wall. When you trow an item in the opposite way, standing with the wall behind you, the item goes instantanly on the floor, behind the party, and cannot be taken again.
I suppose its due to the projectile collider, which is set on an object placed as a wall. As I've look in the asset pack, projectilecollider seems to be always placed on a floor.
here's a screen of the scene: the wall is invisible and opened when you wear a special item.
When you remove this item the wall is showed and you cannot pass trough.
The wall use a controller to be "activated/deactivated"
After the wall is a party blocker, that is activated/deactivated the same way.
the wall definition:
How can I configure its definition, that no throwing item can be stuck?
If you thrown any item, but you keep the special item used to open the way that don't matter, because you can always pick up the throwed item, the projectile collidere is off.
But if, by acccident, you throw the special item, you cannot pick it up.
I got an issue with a special wall. When you trow an item in the opposite way, standing with the wall behind you, the item goes instantanly on the floor, behind the party, and cannot be taken again.
I suppose its due to the projectile collider, which is set on an object placed as a wall. As I've look in the asset pack, projectilecollider seems to be always placed on a floor.
here's a screen of the scene: the wall is invisible and opened when you wear a special item.
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After the wall is a party blocker, that is activated/deactivated the same way.
the wall definition:
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Code: Select all
defineObject{
name = "indus_fake_wall_forcefield",
components = {
{
class = "Model",
model = "mod_assets/indus_tileset/techwall_special_forcefield.fbx",
offset = vec(0, 1.575, 0.08),
material = "indus_inside_wall_01",
staticShadow = true,
},
-- {
-- class = "Model",
-- name = "beamtop",
-- model = "mod_assets/indus_tileset/indus_wall_new_beam.fbx",
-- material = "grey_ceiling",
-- offset = vec(0, 2.1, 0.1),
-- staticShadow = true,
-- },
{
class = "Sound",
sound = "no_sound",
},
{
class = "Door",
openVelocity = 1000,
closeVelocity = 1000,
closeAcceleration = -100,
--sparse = true,
killPillars = false,
-- pullchainObject = "dwarf_door_button",
hitSound = "impact_blunt",
openSound = "no_sound",
closeSound = "no_sound",
lockSound = "no_sound",
maxHeight = 5.0,
},
{
class = "ProjectileCollider",
},
{
class = "Clickable",
offset = vec(0, 1.5, 0),
size = vec(2.75,3,2.75),
maxDistance = 1,
--debugDraw = true,
},
{
class = "Controller",
onInitialActivate = function(self)
self.go.model:enable()
self.go.door:enable()
self.go.clickable:enable()
end,
onInitialDeactivate = function(self)
self.go.model:disable()
self.go.door:disable()
self.go.sound:fadeOut(0)
self.go.clickable:disable()
end,
onActivate = function(self)
self.go.model:enable()
self.go.door:enable()
self.go.sound:fadeIn(0.25)
self.go.clickable:enable()
end,
onDeactivate = function(self)
if self.go.model:isEnabled() then
self.go:playSound("no_sound")
end
self.go.model:disable()
self.go.door:disable()
self.go.sound:fadeOut(0.5)
self.go.clickable:disable()
end,
onToggle = function(self)
if self.go.door:isEnabled() then
self:deactivate()
else
self:activate()
end
end,
},
},
placement = "wall",
editorIcon = 272,
tags = { "obstacle" },
}
If you thrown any item, but you keep the special item used to open the way that don't matter, because you can always pick up the throwed item, the projectile collidere is off.
But if, by acccident, you throw the special item, you cannot pick it up.
Re: Ask a simple question, get a simple answer
Is it possible that the object facing is reversed from the model facing?
Re: Ask a simple question, get a simple answer
Is it possible to change the number of skill points on level up?
Re: Ask a simple question, get a simple answer
There is a party hook that triggers when a Champion advances a level. Presumably this could be used to add a point.
Code: Select all
party.party:addConnector('onLevelUp', self.go.id, "levelUp")
function levelUp(self, champion)
local amount = champion:getSkillPoints()+1
champion:setSkillPoints(amount)
end
Re: Ask a simple question, get a simple answer
I don't know, I ve done this in 2016 so I forgot how I made it.Isaac wrote:Is it possible that the object facing is reversed from the model facing?
here is the editor facing:
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