Search found 199 matches

by 7Soul
Sun Dec 10, 2023 1:00 am
Forum: Mod Creation
Topic: Swamp Toad Eat Bomb
Replies: 2
Views: 800

Re: Swamp Toad Eat Bomb

I checked the code with uMod and this is what I found: MonsterStealWeaponComponent has this function: function MonsterStealWeaponComponent:finish() if self.go.tongueItem then self.go:removeComponent(self.go.tongueItem) end self.tongueItemScale = nil -- digest items for _,it in self.go.monster:conten...
by 7Soul
Sun Dec 03, 2023 9:09 pm
Forum: Mod Creation
Topic: Blender importer/exporter [1.7.0]
Replies: 21
Views: 26378

Re: Blender importer/exporter [1.6.1]

I tried it out in Blender 3.4 and then 4.0 and I get this error:

Image
by 7Soul
Fri Nov 24, 2023 10:38 pm
Forum: Grimrock 1 Discussion
Topic: I hope the fan base is still alive...
Replies: 16
Views: 2578

Re: I hope the fan base is still alive...

Replying since the discord link is in my signature ;)
by 7Soul
Mon Sep 11, 2023 6:07 pm
Forum: Custom Dungeons
Topic: [Beta] Grimrock 2 Randomizer
Replies: 43
Views: 56751

Re: [Beta] Grimrock 2 Randomizer

And by the way, here's a question... Is it possible to simply disable the generation of random monsters in this location and just write there the original code from LoG II? I could do that, but the current version already works fine for new players. I can't fix for existing save files from 1.6.5 an...
by 7Soul
Sun Sep 10, 2023 3:13 pm
Forum: Custom Dungeons
Topic: [Beta] Grimrock 2 Randomizer
Replies: 43
Views: 56751

Re: [Beta] Grimrock 2 Randomizer

Alright I think I fixed it this time (version 1.6.6) I still might be able to save your current save file. If you're able to load your current save, you can paste this fix in the console: spores_timer.timer:removeConnector("onActivate", "spores", "tick"); spores:destro...
by 7Soul
Wed Sep 06, 2023 3:02 am
Forum: Custom Dungeons
Topic: [Beta] Grimrock 2 Randomizer
Replies: 43
Views: 56751

Re: [Beta] Grimrock 2 Randomizer

Hmmm!... So, the more I sit in the main menu before starting a new game, the more interesting the result might be? No no, it just makes it sure that you won't get the EXACT same results as on another run by making the number "random" I'm not going to work on this mod anymore because I act...
by 7Soul
Tue Sep 05, 2023 11:54 pm
Forum: Custom Dungeons
Topic: [Beta] Grimrock 2 Randomizer
Replies: 43
Views: 56751

Re: [Beta] Grimrock 2 Randomizer

By the way, I started writing down the numbers that the randomizer gives on the screen at the very beginning of the game. I understand correctly that there is no repetition of these values. Or is the number of these values limited after all? Yeah I need to give it a new number otherwise the randomi...
by 7Soul
Tue Sep 05, 2023 10:44 pm
Forum: Custom Dungeons
Topic: [Beta] Grimrock 2 Randomizer
Replies: 43
Views: 56751

Re: [Beta] Grimrock 2 Randomizer

Because of this, I have a request for the author 7Soul or someone who knows how to fix this problem in the "Randomizer" code. Please help me to make corrections in the code so that I don't have to activate the console every time. I play without a console... I have uploaded a new version (...
by 7Soul
Mon Mar 20, 2023 12:04 am
Forum: Mod Creation
Topic: [UMod] Hi-Res UI Scaling
Replies: 5
Views: 11394

Re: [UMod] Hi-Res UI Scaling

Not working for me, please help. I have 2560 x 1440 resolution, nothing changes. Did you add your resolution to the mod? At the beginning of the code you should see this: Gui.presetScaleFactors = { ["1600 x 1200"] = 1, ["1920 x 1080"] = 1, ["1920 x 1200"] = 1.1, ["...
by 7Soul
Mon Feb 06, 2023 7:24 pm
Forum: Mod Creation
Topic: debugDraw
Replies: 9
Views: 4153

Re: debugDraw

It doesn't work if the map has water in it