Search found 27 matches

by The_Morlock
Fri Dec 13, 2024 1:32 am
Forum: Mod Creation
Topic: Grimstone Keep (A Reimagining of Stonekeep by Interplay)
Replies: 4
Views: 3013

Re: Grimstone Keep (A Reimagining of Stonekeep by Interplay)

As some were asking about my progress thus far, they were also asking for a demo. Took a few days to get one, but I've got a development demo out on NexusMods.

I've be glad to hear some constructive criticism!
https://www.nexusmods.com/legendofgrimrock2/mods/193
by The_Morlock
Fri Dec 13, 2024 1:30 am
Forum: Modding
Topic: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
Replies: 38
Views: 58289

Re: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep

As some were asking about my progress thus far, they were also asking for a demo. Took a few days to get one, but I've got a development demo out on NexusMods.

I've be glad to hear some constructive criticism!
https://www.nexusmods.com/legendofgrimrock2/mods/193
by The_Morlock
Fri Nov 15, 2024 5:39 am
Forum: Modding
Topic: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
Replies: 38
Views: 58289

Re: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep

... I think it would be cool to discuss. Some are still around, but as near as any can tell the IP is effectively dead, for a seeming lack of interest from the developers. Very sad.:( The game still works superbly though. :) There is a Discord channel that seems more popular than the official forum...
by The_Morlock
Fri Nov 08, 2024 6:33 am
Forum: Mod Creation
Topic: NPC (Custom Brain, or No Brain)
Replies: 9
Views: 2796

Re: NPC (Custom Brain, or No Brain)

If you get as far as doing any object oriented programming, a "class" works one way, while "objects" created by a class work another way. But Lua's object oriented programming is not the same as other languages. Thanks for the reply, that is kinda where some things are throwing ...
by The_Morlock
Fri Nov 08, 2024 6:19 am
Forum: Modding
Topic: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
Replies: 38
Views: 58289

Re: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep

Anyone here still around? I've been working on this with the LoG2 editor and am curious how far yall have gotten with your builds, assets, etc. At the very least, I think it would be cool to discuss.
by The_Morlock
Wed Oct 30, 2024 6:21 am
Forum: Grimrock 2 Discussion
Topic: Player Movement Sound Based on Variable Condition
Replies: 0
Views: 2542

Player Movement Sound Based on Variable Condition

I wanted to share something that I had been having difficulty with and the solution. I have been working on my LoG2 mod and am working on a flooded level. With this flooded level, the water could go away (be drained), so the movement sound the party would make needs to change along with the change i...
by The_Morlock
Sat Oct 12, 2024 3:59 am
Forum: Mod Creation
Topic: NPC (Custom Brain, or No Brain)
Replies: 9
Views: 2796

Re: NPC (Custom Brain, or No Brain)

Another possibility for forcing the monster to stay still, is in the monster's def file, add an action: { class = “MonsterAction”, name = “stayStill”, animation = “idle”, }, That uses the animation of "idle", but skips the hardcoded logic for brain:wait() and lets you return true to stop ...
by The_Morlock
Sat Oct 12, 2024 12:35 am
Forum: Mod Creation
Topic: NPC (Custom Brain, or No Brain)
Replies: 9
Views: 2796

Re: NPC (Custom Brain, or No Brain)

You need one more "end" (without a comma). The first "end" finishes your "if elseif" statement. The second one finishes the function. - The first one has no comma, the second one does. elseif PerformAct == theraA1F then self.performAction("theraA1F") end, }, ...
by The_Morlock
Fri Oct 11, 2024 4:08 am
Forum: Mod Creation
Topic: NPC (Custom Brain, or No Brain)
Replies: 9
Views: 2796

Re: NPC (Custom Brain, or No Brain)

Another possibility for forcing the monster to stay still, is in the monster's def file, add an action: { class = “MonsterAction”, name = “stayStill”, animation = “idle”, }, That uses the animation of "idle", but skips the hardcoded logic for brain:wait() and lets you return true to stop ...
by The_Morlock
Wed Oct 09, 2024 12:14 am
Forum: Mod Creation
Topic: NPC (Custom Brain, or No Brain)
Replies: 9
Views: 2796

Re: NPC (Custom Brain, or No Brain)

You could disable turning, so it won't happen randomly - I believe brain:performAction() will still work if called from onThink(). Then the monster will walk and pause as usual, not so mechanically, and it will only turn when you tell it to. And also disable attacks for NPCs, so that no default beh...