Search found 119 matches

by zeltak
Tue Oct 02, 2012 4:14 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 95747

Re: [MOD] Shadows of Grim Moon

a few quick thoughts... - some flickering on gated stairwell pillars heading down to 4 (room with altar and green gem) - again on stairs heading from 3 to 2, near room with mortar/pestle - why are there two mortar/pestles? Like the atmosphere. I don't like the because I am torn between just trappin...
by zeltak
Tue Oct 02, 2012 3:13 pm
Forum: Modding
Topic: Post your mods
Replies: 114
Views: 63482

Re: Post your mods

My first publishable dungeon is at the stage where only intro and end screens are missing so I thought I would release it into the wilds to help me find if there's any bugs or other issues I should know about. You can find link and better description from here . I'll post the mod here when the intro...
by zeltak
Tue Oct 02, 2012 3:07 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 95747

[MOD] Shadows of Grim Moon

Edit 23/Sep/2014: It's been almost two years since this was released. Nothing new here. Just noticed that the first message of this thread was way out of date (it still mentioned that this was unfinished..), so I updated it. Man, I'm so excited about LoG2. Can't wait to get playing it. And I'm full...
by zeltak
Tue Oct 02, 2012 1:29 pm
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 179433

Re: EDITOR Feature Requests (not bugs!)

It would be nice if the editor would show, maybe in the inspector, all the entities picked, when selecting multiple ones with dragging a mouse.
by zeltak
Tue Oct 02, 2012 1:01 pm
Forum: Modding
Topic: Beta-1.2.13 now available!
Replies: 35
Views: 10904

Re: Beta-1.2.13 now available!

The final fight in the original dungeon represents this very well. Only the Goromorgs and Ice Lizards there are strong enough to pose some threat to a >well build< endgame party, the rest is swatted pretty easy if not ignored at all. And this is a great thing, it gets you the feeling that you've ga...
by zeltak
Tue Oct 02, 2012 11:17 am
Forum: Modding
Topic: Nasty problem with character import
Replies: 15
Views: 5127

Re: Nasty problem with character import

Personally I don't think it's that big of a problem, if there's a big sign telling about it. Although now people who have turned into a munchkin side of the force can ramp stats up with the save-import method.
by zeltak
Mon Oct 01, 2012 9:11 pm
Forum: Modding
Topic: Beta-1.2.13 now available!
Replies: 35
Views: 10904

Re: Beta-1.2.13 now available!

Importing characters with imported portraits seems to be bugged. It gives everyone Contar's face, even to females. Well, off I go to play Being Contar Stoneskull...
by zeltak
Sat Sep 29, 2012 9:46 am
Forum: Modding
Topic: Beta-1.2.12 now available!
Replies: 53
Views: 15862

Re: Beta-1.2.12 now available!

Concerning ogres, I've found couple of bugs. When ogre is charging it charges straight through a blocker. Charging ogre enters the same space with stairs. And if you close a door before a charging ogre and you foolishly stay put, you get damage through the door.
by zeltak
Fri Sep 28, 2012 4:20 pm
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 179433

Re: EDITOR Feature Requests (not bugs!)

Maybe some way to see what entities and their ID's are already in the dungeon and maybe link from the list to actual entity on the map so you can see where it is. Other suggestion which might not be an editor feature request, than main game request: some way to save the party so that you don't have ...
by zeltak
Fri Sep 28, 2012 4:08 pm
Forum: Modding
Topic: random crashes on save load (&random poison damage)
Replies: 6
Views: 2215

Re: random crashes on save load (&random poison damage)

Thanks to Antti's helpful tips I managed to pinpoint the problem. I'm almost 100% positive that the following script is blame for my crashes. poisonf = 1 function pfactivate() if party.level == self.level then if poisonf == 1 then for i=1,12 do local pfspawner = findEntity("poisonFumes_"..i) if pfsp...