Search found 74 matches

by TSotP
Thu Dec 18, 2014 12:01 am
Forum: Mod Creation
Topic: Editor Tutorials on YouTube - part 13 is out
Replies: 165
Views: 155674

Re: Editor Tutorials on YouTube - part 12 is out

That waterfall is just...


...wow!
by TSotP
Fri Dec 05, 2014 8:48 am
Forum: Mod Creation
Topic: The Monster Thread
Replies: 29
Views: 13304

Re: The Monster Thread

If you read through this thread, you can get a lot of the LoG1 monsters working. http://www.grimrock.net/forum/viewtopic.php?f=22&t=8278 In my dungeon I have Skeleton Legionaries, Wardens, Cave Ogres, Snails, Ice Lizards and Scavengers. Check the links in the Superthread too. Because the link inpost...
by TSotP
Tue Dec 02, 2014 1:32 am
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

in any event, the console commands

tomb_door_stone_4.door:open() and
tomb_door_stone_5.door:open()

will open the doors (i checked them in the editor because i'm not there yet in the game
by TSotP
Tue Dec 02, 2014 1:28 am
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

Even if I can't try it now, using console I can't see the reason why opening doors shouldn't work. Just call: <door_id>.door:open() when you say door id, do you mean tomb_stone_door (general ID for the Door in front of you) or tomb_stone_door_02 and tomb_stone_door_03 (unique ID for door) ?
by TSotP
Mon Dec 01, 2014 9:27 am
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

Unfortuantly so. Unless someone knows a script command that you can use to open a door (i've never seen one though)
by TSotP
Sat Nov 29, 2014 2:30 am
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

that is the problem dude. There is nothing i can do to fix it on your current save game. I changed the Locks a couple of releases back to some better fitting ones, and obviously totally forgot to connect them to the doors.
by TSotP
Fri Nov 28, 2014 8:23 am
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

Ah, i see. I've just loaded up the Editor. They are definitely in the game. This is the Starting Position of the 2 Keys http://i.imgur.com/MTTkbwp.jpg I hope this Helps :) It's possible that I have forgotten to connect the locks to the doors, but I'll have to check it out later (on my way to work ju...
by TSotP
Thu Nov 27, 2014 9:37 pm
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

i have the 2 keys i put the keys in both locks but both doors wont be open.. is it a bug?? og forgot i something??? I don't know what to tell you dude, it seems to be working as intended. but i'll write you a walkthrough starting at the entrance to the warp maze. (at the open door with the sign) He...
by TSotP
Thu Nov 27, 2014 2:05 am
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

If you are talking about the bit i think you are talking about. Once you kill the Skeleton Commander and get the Tomb Key, and Also kill the Archer Patrol for their Tomb key. There are 2 tomb doors that both lead to Giant Snakes. One snake is in the room with the Summon Stones (the Summon Snake), th...
by TSotP
Wed Nov 26, 2014 7:59 pm
Forum: Custom Dungeons
Topic: [WIP] Knightmare Remake
Replies: 35
Views: 20520

Re: [WIP] Knightmare Remake

level 1 + 2 working good bu the herders outside dont create enough food..i can play it with 4 hungry partymembers to go to the healing christals again and heal there but it is much walk everytime I've currently been play testing it as well. You're right, the amount of food doesn't seem to be enough...