Search found 17 matches

by Drachir
Sat Oct 20, 2012 1:53 am
Forum: Modding
Topic: About Mods in general/Finished mods
Replies: 18
Views: 5086

Re: About Mods in general/Finished mods

Fixed link (original copy/paste method employed didn't work.. failure to test reprehensible) http://steamcommunity.com/profiles/76561198023012065/myworkshopfiles?appid=207170 msyblade... you are right, it is all about perception. The more people that give an opinion about whether a particular mod is...
by Drachir
Fri Oct 19, 2012 12:23 pm
Forum: Modding
Topic: About Mods in general/Finished mods
Replies: 18
Views: 5086

Re: Mods in general

Mine's finished http://steamcommunity.com/profiles/7656 ... pid=207170

Not to say there may be some bugs not yet discovered.

Some feedback would be nice.... complimentary or not ;)
by Drachir
Fri Oct 19, 2012 12:18 pm
Forum: Modding
Topic: Save compatible with a new version of a custom dungeon ?
Replies: 5
Views: 4211

Re: Save compatible with a new version of a custom dungeon ?

Makes perfect sense. Just a bit unfortunate when a tiny tweak won't appear in a new version. When you apply updates to a mod in Steam (in particular) you may be forgiven for thinking that your save games will pick up that tweak. That's life though...... :roll: The answer is get it right first time :D
by Drachir
Fri Oct 19, 2012 12:14 pm
Forum: Modding
Topic: Good Dungeon Design Principles
Replies: 42
Views: 19282

Re: Good Dungeon Design Principles

Whatever you do, the most important thing IMHO is to get someone else to test it to destruction. No matter what you do, how many times you run through, someone else will find a bug,find a particular puzzle unsolvable, a trap unavoidable etc. The more you test it yourself, the more assumptions you ma...
by Drachir
Fri Oct 19, 2012 12:07 pm
Forum: Modding
Topic: Save compatible with a new version of a custom dungeon ?
Replies: 5
Views: 4211

Re: Save compatible with a new version of a custom dungeon ?

For what it's worth i have seen this before as well. Makes sense that a save will take an image of the complete state of your dungeon, but i think i have seen script changes not being actioned either. I can understand things like items and general layout being effected, but not neccesarilly scripts ...
by Drachir
Thu Oct 18, 2012 10:42 am
Forum: Modding
Topic: Killing spawned monsters
Replies: 10
Views: 3842

Re: Killing spawned monsters

Just wondering if you got a response from the devs on the error [string "Cube.lua"]:0: attempt to index field 'map' (a nil value) stack traceback: I had the same thing with a teleporter... a pure guess says the problem is the game losing track of where something actually is when you attempt to destr...
by Drachir
Tue Oct 16, 2012 11:43 am
Forum: Modding
Topic: Post your mods
Replies: 114
Views: 54146

Re: Post your mods

Hodrans Orb V3.0.1 Available on Steam http://steamcommunity.com/sharedfiles/filedetails/?id=102851259 and Grimrock Nexus http://grimrock.nexusmods.com/mods/51 A short adventure (despite many hours fiddling with lua scripts) hopefully now balanced and bug free. Traps, puzzles etc..... if you can get ...
by Drachir
Mon Oct 15, 2012 5:22 pm
Forum: Modding
Topic: [Mod] Hodrans Orb
Replies: 13
Views: 10693

Re: [Mod] Hodrans Orb

Think i have got it on Steam as well now.... eventualy :roll:

http://steamcommunity.com/profiles/7656 ... pid=207170
by Drachir
Mon Oct 15, 2012 12:40 pm
Forum: Modding
Topic: [Mod] Hodrans Orb
Replies: 13
Views: 10693

Re: [Mod] Hodrans Orb

OK.... bug fixed

Apologies all :oops:
by Drachir
Mon Oct 15, 2012 2:46 am
Forum: Modding
Topic: [Mod] Hodrans Orb
Replies: 13
Views: 10693

[Mod] Hodrans Orb

A short adventure... see if you can survive ;)

http://grimrock.nexusmods.com/mods/51