Search found 160 matches
- Thu Feb 20, 2014 5:10 pm
- Forum: Grimrock 2 Discussion
- Topic: Welcome to the Grimrock2 subforum!
- Replies: 37
- Views: 60053
Re: Welcome to the Grimrock2 subforum!
Any idea when will be the release date? "When it's done". Although, we could take a more scientific method. log(2) = 0,3010299956639811952137.. which means.. 30. 10. 2029! Ah, Q2 of 2014. Thank you. Probably already been asked, but in LOG2 will you be able to bash monsters with gates as in DM? I PR...
- Thu Feb 20, 2014 5:04 pm
- Forum: Grimrock 2 Discussion
- Topic: Friendly NPCs and other questions..
- Replies: 4
- Views: 3154
Re: Friendly NPCs and other questions..
Depends. Its def. nice as an option, and I would really like to see examples by AH implemented with fixes, but npc shopkeepers can go wrong in terms of gameplay product. The entire purpose of which is to be enjoyable for casual players so they learn modding. Neither Captive's nor Dungeon Master II's...
- Thu Feb 20, 2014 2:19 pm
- Forum: Modding
- Topic: Image Texture problem (Solved)
- Replies: 6
- Views: 3287
Re: Image Texture problem
theres one issue I can think of based on that description: 1) go back to paint.net image; flatten the finished image (that SHOULDNT affect apearance at all) and save to .png. Then open up in Gimp and export it to DXT(whichever form is appropriate per the tutorial). You will need the .dds plugin for ...
- Thu Feb 20, 2014 9:33 am
- Forum: Modding
- Topic: Image Texture problem (Solved)
- Replies: 6
- Views: 3287
Re: Image Texture problem
You could, in theory, post (or PM a link) your texture to a competent person, and they could adjust it for you. Alternatively, I believe you have accidentally erased the UVmap by converting the .model to .obj and back again. Try appying again to a default asset pack .model (this is what i'd do) Are ...
- Thu Feb 20, 2014 2:55 am
- Forum: Grimrock 2 Discussion
- Topic: Friendly NPCs and other questions..
- Replies: 4
- Views: 3154
Re: Friendly NPCs and other questions..
friendly npcs and shopkeepers are possible within LOG1. Depends on which workaround solution you want to use. Its only a matter of whether or not AH makes these workarounds easier by coding examples into their dungeon, preferably with shortcuts hardcoded. You can make NPC by: 1) static object like a...
- Wed Feb 19, 2014 6:28 pm
- Forum: Modding
- Topic: [Models] Sci-fi Scenery
- Replies: 71
- Views: 38850
Re: [Models] Sci-fi Scenery
Phase 2 of the shuttle is complete. It just remains un-implemented because its a bother to type up object.lua definitions to actually test it. I know it works, however, and the .models are all okay. Instead I'm doing a phase1/2 of a system of modular scifi catwalks, both with hanging cabling suspens...
- Sun Feb 16, 2014 2:57 pm
- Forum: Grimrock 2 Discussion
- Topic: Directional Facing of party members for melee
- Replies: 3
- Views: 2991
Directional Facing of party members for melee
Dungeon Master allowed you to fight enemies in melee that you were not directly facing torwards, specifically to the right, left, and behind. This was achieved by right clicking on the party member in the orientation box. It also automatically did this when you were attacked on a flank. This is a go...
- Fri Feb 14, 2014 1:52 pm
- Forum: Grimrock 2 Discussion
- Topic: Ideas about Grimrock 2
- Replies: 71
- Views: 45925
Re: Ideas about Grimrock 2
these attributes have been incorporated through most (if not all) of the various versions of XCOM (1995 - 2012) the latest being XCOM ENEMY UNKNOWN your team members have 1. strength 2. health 3. agility 4. morale (and others) the morale bar starts high of course but as other team members die OR as...
- Fri Feb 14, 2014 1:50 pm
- Forum: Grimrock 2 Discussion
- Topic: Suggestion: Onscreen GUI reloading of "crossbows", AI
- Replies: 0
- Views: 1761
Suggestion: Onscreen GUI reloading of "crossbows", AI
Simple overview: Some weapons require you to manually insert a projectile into a weapon. In particular, a crossbow, although bows sort of also of apply. Or shells into break action shotguns created by dwarves or far future humans. As a balance to the difficulty of magic, the increased complexity of ...
Re: LOTNR
We will be helping each other and working together to bridge the gaps between scripters, modelers, and writers. If you think about it, that should basically be the subtitle of the forum. The collected knowledge of the forum is like an arcane and mystical tome that details exactly how to do pretty m...