Search found 48 matches

by Eightball
Fri Jun 10, 2016 11:14 am
Forum: Mod Creation
Topic: How do I "translate" this simple hasTorch script?
Replies: 6
Views: 4569

Re: How do I "translate" this simple hasTorch script?

Oh I got it now. I had made a silly mistake with your script, minmay. Thanks. I think I'll have to wait till summer vacation starts to get into scripting more. I'm still a beginner.
by Eightball
Fri Jun 10, 2016 11:00 am
Forum: Mod Creation
Topic: How do I "translate" this simple hasTorch script?
Replies: 6
Views: 4569

Re: How do I "translate" this simple hasTorch script?

Thanks! That actually helps a lot. I'll have to get re-educated with regards to the components. I wasn't aware of how that cashed out. I'm still getting no torch in the existing sconce, but at least the script doesn't crash with an error now. I'm going to try to go back to spawning a new torch_holde...
by Eightball
Fri Jun 10, 2016 10:48 am
Forum: Mod Creation
Topic: How do I "translate" this simple hasTorch script?
Replies: 6
Views: 4569

Re: How do I "translate" this simple hasTorch script?

Oh I thought the torchholdercontroller part was to be the specific name of the torch_holder. I'll try that.

EDIT: yeah, that comes back nil too. "attempt to index field 'torchholdercontroller' a nil value"
by Eightball
Fri Jun 10, 2016 10:27 am
Forum: Mod Creation
Topic: How do I "translate" this simple hasTorch script?
Replies: 6
Views: 4569

How do I "translate" this simple hasTorch script?

I don't understand why this basic script doesn't work anymore. I have had to change it from LOG1 and tried a few different things, but I'm grasping at straws. All I want to do is check if a Torch_Holder hasTorch() and if not addTorch(). But I get a "nil value" error on the first line. function light...
by Eightball
Wed Jun 08, 2016 6:48 am
Forum: Mod Creation
Topic: Have the Goromorg Returned? [LOG1 monsters]
Replies: 2
Views: 2346

Re: Have the Goromorg Returned? [LOG1 monsters]

Thanks, Isaac. That's actually very helpful. So it's up to us to find new sound effects? I suppose that's the limitation described by the disclaimer that the asset pack does not include some effects for licensing reasons? That may work out for me in my favor since I was changing their spells and suc...
by Eightball
Tue Jun 07, 2016 3:05 pm
Forum: Mod Creation
Topic: Have the Goromorg Returned? [LOG1 monsters]
Replies: 2
Views: 2346

Have the Goromorg Returned? [LOG1 monsters]

I saw the thread where people were trying to bring back the grimrock1 monsters, but has anyone successfully brought back the goromorg? I would like to try converting my LOG1 mod into a LOG2 mod and perhaps finish it, and the plot was heavily goromorg intensive. If nothing else, I suppose I will have...
by Eightball
Sat Jun 04, 2016 10:44 am
Forum: Mod Creation
Topic: How Do I Create an Outdoor Map?
Replies: 2
Views: 3349

Re: How Do I Create an Outdoor Map?

I have the forest_heightmap thing on my map, but I still see black on the edges of the beach. Is it clipping that only happens in the editor or really something I can do something about? I've been messing with the heights and walls and other things to try to see if I can eliminate it, but nothing is...
by Eightball
Thu Feb 12, 2015 3:48 am
Forum: Modding
Topic: [MOD] Cursed Goromorg Temple (unfinished)
Replies: 4
Views: 6036

Re: [MOD] Cursed Goromorg Temple (unfinished)

So it's pointless extra work to try to transfer it all, but sounds like it's doable to at least keep the maps themselves so that I have something to start with? Well, that's not too bad. Edit: I have no idea what red channel, green channel, and alpha channel is or how to access them in dungeon.lua i...
by Eightball
Thu Feb 12, 2015 2:59 am
Forum: Modding
Topic: [MOD] Cursed Goromorg Temple (unfinished)
Replies: 4
Views: 6036

Re: [MOD] Cursed Goromorg Temple (unfinished)

I'm sure this question has been asked before, but I can't find it.
Are the grimrock 1 custom dungeons compatible with grimrock 2 so that I don't have to start all over with my old, unfinished, mod? I'd like to use what I had on the new dungeon editor to do exteriors.
by Eightball
Fri Oct 17, 2014 4:32 am
Forum: Grimrock 2 Discussion
Topic: Firearms Str or Dex based
Replies: 12
Views: 8205

Re: Firearms Str or Dex based

Does throwing skill help with alchemist bombs?
Firearms is dex based (though I need to double check. I lost my gun and didn't have it in a save game).