Search found 92 matches

by resonansER
Thu Jun 18, 2015 12:35 pm
Forum: Grimrock 2 Discussion
Topic: Russian translate is done!
Replies: 46
Views: 73753

Re: Russian translate is done!

Новости будем публиковать тут и на сайте локализации TBSplay.
by resonansER
Sat Jun 13, 2015 11:45 am
Forum: Grimrock 2 Discussion
Topic: Russian translate is done!
Replies: 46
Views: 73753

Re: Russian translate is done!

OlegDX wrote:Приносим извинения, но сейчас нет времени заниматься переводам этой игры.
(просто после каждого патча нужно начинать чуть ли не самого начала, а проходить по множество раз одно и тоже самое....!!!!. Есть другие игры).
OlegDX, прочти пожалуйста это.
by resonansER
Wed Sep 17, 2014 2:00 pm
Forum: Grimrock 2 Discussion
Topic: Will you support languages other than English?
Replies: 21
Views: 24723

Re: Will you support languages other than English?

Localization is a pita, especially for a small developer like us. At least the following todos come quickly to mind: - gathering and marking all text to be localized - translation work - unicode support - adding all needed glyphs to fonts - replacing text painted in textures - UI layout issues - ke...
by resonansER
Fri Sep 14, 2012 11:57 pm
Forum: Modding
Topic: [MOD] the warlock (maybe from firetop mountain)
Replies: 67
Views: 74975

Re: warlock of firetop mountain

pulpum wrote:Ok! I started the beast on beta editor. I have 2 functional levels for now... we'll see in a week what we have! :mrgreen:
Nice! I'll be wait this! Good luck!
by resonansER
Fri Sep 14, 2012 11:17 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459769

Re: EOB: Waterdeep Sewers

djoldgames wrote:Check my EOB level1 (EOB: Waterdeep Sewers) recreation on Steam Workshop, with default Grimrock Dungeon wallset and enemies. All mechanics is implemented...
Very nice! I like this level. Please continue your recreation of EoB!
by resonansER
Fri Sep 14, 2012 1:05 pm
Forum: Modding
Topic: I'm stumped... help!
Replies: 25
Views: 30721

Re: I'm stumped... help!

Now it's work! Thank you!
by resonansER
Fri Sep 14, 2012 12:50 pm
Forum: Modding
Topic: I'm stumped... help!
Replies: 25
Views: 30721

Re: I'm stumped... help!

Yeah, add a script entity and refer to the door with its ID. For example, if you would want to open a with the ID of dungeon_door_wooden_locked_1 with an iron key, you could add the following line to a script entity: dungeon_door_wooden_locked_1:setOpenedBy("iron_key") Any key should work...
by resonansER
Thu Sep 13, 2012 11:55 pm
Forum: Modding
Topic: Post your mods
Replies: 114
Views: 109132

Re: Post your mods

The Reeking Depths: http://grimrock.nexusmods.com/mods/images/thumbnails/7-1-1347566075.jpg Into the depths you descend to find the source of the disappearances that have plagued your countrymen. 6 Floors, a boss fight, several puzzles, and a story waiting to be told. http://grimrock.nexusmods.com/...
by resonansER
Thu Sep 13, 2012 11:51 pm
Forum: Modding
Topic: I'm stumped... help!
Replies: 25
Views: 30721

Re: I'm stumped... help!

Ah, I didn't read it carefully enough - that lock is different! Other locks you place on the wall, and enter which key Name will activate the lock, then you link the lock to the door you want opened. This door with the lock in the middle, I can't make it work either. Of course, this is clear. But w...
by resonansER
Thu Sep 13, 2012 10:13 pm
Forum: Modding
Topic: I'm stumped... help!
Replies: 25
Views: 30721

Re: I'm stumped... help!

Komag wrote:you have to put the key Name, not ID
mmmm.Where put the key Name? If click on door in editor I see only checkbox "add pul chain", that's all. Excuse me. :(