Search found 105 matches
- Fri Oct 17, 2014 2:25 am
- Forum: Support and Tech Discussion
- Topic: Water waves are way too high
- Replies: 2
- Views: 1810
I noticed that the wave effect at the Forgotten River appears to be way too pronounced -- like by a factor of 10. It's causing wave-tops to come through the wooden bridges and I can even see under them at times. Is anyone else seeing this? http://s30.postimg.org/q5t5pckvx/Lo_G_2_water_bug_1.jpg http...
Gorgeous. If only we had human/elf/dwarf NPC models to fill the tavern and provide quest dialogue! I wish I had the talents to craft all of the assets that suddenly come to mind: stacks of mugs, tankards, ale and wine bottles, a dartboard, chandeliers, plants, armoires, etc. that you'd find in a liv...
- Tue Jan 28, 2014 6:24 am
- Forum: Grimrock 2 Discussion
- Topic: Dungeon Editor Suggestions
- Replies: 85
- Views: 41954
One thing I would really love would be the ability to switch to a bigger font. I have a real hard time with the tiny one in the current editor. I don't know if it's been mentioned yet, but for me, it would be nice if I could designate a monster as non-hostile and/or unkillable so I could use it as a...
I wish I could. They're particle objects and the game always rotates them to face the player.BuzzJ wrote:Is it possible to make the glyphs not rotate to face the player? Kind of stationary like a wall or door in its facing?
There are no traps for the glyphs. I was just hinting that they could be turned into traps if you script them. trap.lua has my floor spike trap and mechanisms for setting it off.
http://www.nexusmods.com/grimrock/mods/359/? I haven't been able to settle yet on what I want to do for another mod, so while I'm mulling things over I figured I'd post the assets I've created so far. Creepy Dungeon has a bunch of odds and ends for giving your mod a, well, creepy feel. It also has a...