Illusionary Walls Are Go!
Illusionary Walls Are Go!
Hey Guys,
For anyone interested you can set walls as fake allowing you to walk through them, this means Illusionary Walls for DM/EoB mods is go!
For anyone who's curious as to how, it's via the Dev Console once active open the funky developer map. (press F11) left clicking on the map makes it walk throughable, right click, makes it's solid again.
Funky huh.
Daniel.
For anyone interested you can set walls as fake allowing you to walk through them, this means Illusionary Walls for DM/EoB mods is go!
For anyone who's curious as to how, it's via the Dev Console once active open the funky developer map. (press F11) left clicking on the map makes it walk throughable, right click, makes it's solid again.
Funky huh.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
- eharper256
- Posts: 82
- Joined: Mon Apr 09, 2012 9:58 pm
- Location: UK
- Contact:
Re: Illusionary Walls Are Go!
Excellent. Hope this shows up in the editor.
"If the world's a stage, and the people actors, then who the f**k has my script?!?"
http://detarame.wordpress.com/ <= My games, anime and weirdness blog
http://detarame.wordpress.com/ <= My games, anime and weirdness blog
- montagneyaya
- Posts: 103
- Joined: Tue May 01, 2012 11:08 pm
Re: Illusionary Walls Are Go!
How open the funky developer map ?Darklord wrote:it's via the Dev Console once active open the funky developer map. (press F11) left clicking on the map makes it walk throughable, right click, makes it's solid again.
Door on floor placement: http://grimrock.nexusmods.com/mods/120
Re: Illusionary Walls Are Go!
Well it's not exactly straight forward!
First enable the console, this thread explains how to do it.
viewtopic.php?f=14&t=1982
Then enable the developer commands,
viewtopic.php?f=14&t=1630&p=16085#p15791
From here there's a host of special key commands (in the previous thread) The one I used for this was F11, this brings up the developers map as shown in this thread,
viewtopic.php?f=14&t=2277
Once you have it up, you get a list of every item on the level, plus a little dot to show where each one is, you still have to highlight them to figure out which dot is which though. Whatever you do stay away from the m command...
Disclaimers, this is somewhat complex, and you can wreck all sorts of things, so try at your own risk!
Daniel.
First enable the console, this thread explains how to do it.
viewtopic.php?f=14&t=1982
Then enable the developer commands,
viewtopic.php?f=14&t=1630&p=16085#p15791
From here there's a host of special key commands (in the previous thread) The one I used for this was F11, this brings up the developers map as shown in this thread,
viewtopic.php?f=14&t=2277
Once you have it up, you get a list of every item on the level, plus a little dot to show where each one is, you still have to highlight them to figure out which dot is which though. Whatever you do stay away from the m command...
Disclaimers, this is somewhat complex, and you can wreck all sorts of things, so try at your own risk!
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
- montagneyaya
- Posts: 103
- Joined: Tue May 01, 2012 11:08 pm
Re: Illusionary Walls Are Go!
Thanks, it's really funny and very interesting.
h = heal (crystal of life effect)
l = level up
L = down to the next level (and take all items of the level)
m = monster (spider)
if you active the developer mod in the start menu, you have a permanently torch light in game.
F1 = collision off/on
F2 = diffuse mapping off/on
F3 = normal mapping off/on
F4 = ambient occlusion off/on
F6 = wireframe on/off
F7 = AI debug on/off
F8 = draw sound on/off
F11 = minimap with all information
h = heal (crystal of life effect)
l = level up
L = down to the next level (and take all items of the level)
m = monster (spider)
if you active the developer mod in the start menu, you have a permanently torch light in game.
F1 = collision off/on
F2 = diffuse mapping off/on
F3 = normal mapping off/on
F4 = ambient occlusion off/on
F6 = wireframe on/off
F7 = AI debug on/off
F8 = draw sound on/off
F11 = minimap with all information
Door on floor placement: http://grimrock.nexusmods.com/mods/120
Re: Illusionary Walls Are Go!
No problem, yeah I enjoyed poking around with it to!
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
- Disasterrific
- Posts: 212
- Joined: Sun Mar 04, 2012 6:47 pm
Re: Illusionary Walls Are Go!
I'm not that excited about this. Unless there is also a "true seeing" spell that would highlight suspicious walls, this just means having to bump into every wall of the game. Is that fun? I would say okay for very limited use and for some specific puzzles, but on the whole fake walls seem a bit cheap.
Re: Illusionary Walls Are Go!
It can indeed be overdone, and bumping into every wall is not really that fun. However, this can be solved by:Disasterrific wrote:I'm not that excited about this. Unless there is also a "true seeing" spell that would highlight suspicious walls, this just means having to bump into every wall of the game. Is that fun? I would say okay for very limited use and for some specific puzzles, but on the whole fake walls seem a bit cheap.
- Use them only at suspicious locations, like dead ends that not contain anything.
- Include notes with hints.
- A "True Seeing" spell.
- Having a character speak up when you pass by an illusionary wall. Perhaps a certain level in a skill is required for this.
Re: Illusionary Walls Are Go!
Oh indeed I know not everyone likes them, but certain dungeons copying older games will need them.
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
- montagneyaya
- Posts: 103
- Joined: Tue May 01, 2012 11:08 pm
Re: Illusionary Walls Are Go!
On the minimap (F11) t = teleport the party where the cursor point.
Door on floor placement: http://grimrock.nexusmods.com/mods/120