Search found 337 matches

by thomson
Wed Aug 12, 2015 8:48 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459630

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

You can open those files in Dungeon Editor, then either play it in dungeon editor or export to generate the dat file yourself. I don't have LoG installed on this machine, so I can help you at this time. And don't worry. I'm not a native speaker, either. :)
by thomson
Wed Aug 12, 2015 2:41 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459630

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Tx really, appreciated. But is the mod not playable and I should work aroundwith sources to try it? What do you mean by 'not playable'? Any specific issues? Failed to load? You're stuck somewhere or what? Please be specific what exactly is wrong. Saying "not playable" is useless as a bug ...
by thomson
Wed Aug 12, 2015 1:00 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459630

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Is the last updated version of this mod availale in the links of the 1st page? Probably not. I just updated the link in my signature: https://github.com/grimrock/eob1-waterdeep. This is where we keep the sources. Carlos2000 did some work on it and according to his comments levels 1-11 are playable ...
by thomson
Fri Feb 27, 2015 10:29 am
Forum: Custom Dungeons
Topic: [ORRR3] Let's Pick a Theme!
Replies: 34
Views: 42492

Re: [ORRR3] Let's Pick a Theme!

+1 for a mist and abandoned town. Perhaps there could be a swamp nearby, with fog and not so healthy fumes? Some of the rooms can be underwater and could be accessible only after party achieves certain progression level (gets underwater breathing spell or scuba aparathus).
by thomson
Tue Jan 27, 2015 11:02 am
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459630

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Levels 1 to 6 should be playable now - let me know if you find any error that stops you from progress. I did not play through all 3-6 levels, but I found a handful of bugs, so I'm reporting. On level 5 in the lower right corner, there are hidden trapdoors that open behind the party. I fell through ...
by thomson
Sat Jan 03, 2015 4:18 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459630

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Hey guys, I was just wondering, is anyone still working on the? Not as far as I can tell. DJ did majority of this work, so you should ask him, but as for my (very small) contribution, feel free to do with it whatever you want. If you want to port this to LoG2, you have my blessing. I'd like to ask ...
by thomson
Thu Oct 23, 2014 5:11 pm
Forum: Grimrock 2 Discussion
Topic: The design of special attack can be done better.
Replies: 19
Views: 22132

Re: The design of special attack can be done better.

then it's a failed design No, it isn't. It's just a design you don't like. But please consider that others may have different opinions. For example, I like it a lot. I just don't use it all the time. I use it when approaching a monster as a first contact punch, then use regular attacks afterwards. ...
by thomson
Wed Oct 22, 2014 8:03 pm
Forum: Grimrock 2 Discussion
Topic: Linux Version?
Replies: 27
Views: 32866

Re: Linux Version?

I can only speak for myself, but AH didn't say no. They surely understand that majority of their userbase is on Windows, so I think they plan on focus on that first. There are quite a few posts around this forums about Mac and Linux support that are demanding, I would even say borderline of being ru...
by thomson
Wed Oct 22, 2014 11:26 am
Forum: Grimrock 2 Discussion
Topic: Linux Version?
Replies: 27
Views: 32866

Re: Linux Version?

Mazerian wrote:LoG1 had a Linux version that worked straight out of the box.
That wasn't the case when LoG1 launched. It took some time before Linux support was added.
by thomson
Sat Oct 18, 2014 12:28 am
Forum: Mod Creation
Topic: Any chance of LoG 1 maps being able to port over?
Replies: 15
Views: 19712

Re: Any chance of LoG 1 maps being able to port over?

How about writing this in a portable way? How about C++? Okay, it's maybe not the best language for text processing, but it's very portable. And can be later extended into other fancy stuff. I have an early prototype that can convert parts of dungeon.lua from LoG1 to LoG2 format. It's not much, but ...