Search found 63 matches

by Glew
Thu Mar 13, 2014 11:18 pm
Forum: Grimrock 2 Discussion
Topic: LoG 2 Performance
Replies: 10
Views: 7297

Re: LoG 2 Performance

I must admit that the latest blog entry totally flew over my head. I only understood a couple words. :D But what I do understand is that you are making effort for your game to be playable by more people with not-so-great PCs. And I'm very glad for that. I really am happy for LoG1 to be a success and...
by Glew
Mon Mar 03, 2014 10:55 pm
Forum: Modding
Topic: FINISHED DUNGEONS: links to completed dungeon mods
Replies: 31
Views: 177180

Re: FINISHED DUNGEONS: links to completed dungeon mods

I have completed a dungeon and uploaded it to the Steam Workshop. It is called Sanctuary of Gorgim . You can add a link to your dungeon from steam to make it easier to find. I didn't know this first either, but there is a share button somewhere on the dungeon's workshop page. Also let me quote the ...
by Glew
Sun Feb 16, 2014 2:00 am
Forum: Modding
Topic: Opening LOTS of doors
Replies: 17
Views: 14470

Re: Opening LOTS of doors

John, thanks. It is much appreciated. Now it makes more sense. I didn't know anything about how to call global variables from other script entities. (To be honest, I have little idea of absolutely any scripting, though it is satisfying when you can finally make something work). One question comes to...
by Glew
Sat Feb 15, 2014 1:31 pm
Forum: Modding
Topic: Opening LOTS of doors
Replies: 17
Views: 14470

Re: Opening LOTS of doors

Oh, okay. Thanks. Maybe I should have made my "Neewb" sticker visible :D So you say I just copy paste that parametric function into any script entity in my dungeon and then I can call it from anywhere else the way you showed? I guess I will give it a try and see how this works. edit: Aaaand it doesn...
by Glew
Fri Feb 14, 2014 8:47 pm
Forum: Modding
Topic: Opening LOTS of doors
Replies: 17
Views: 14470

Re: Opening LOTS of doors

Thanks a lot! This will hopefully make life easier. (Well, I just realised that it isn't as easy as I thought at first glimpse :( ) So a potential script would look like this? Just to see if I got this right (I probably haven't): function PoisonRoom("poison_cloud", 1, 15, 15, 17, 17, 1) -- to fill a...
by Glew
Fri Feb 14, 2014 8:11 pm
Forum: Modding
Topic: Opening LOTS of doors
Replies: 17
Views: 14470

Re: Opening LOTS of doors

Okay, so this is the closest thread I could find to my problem(s). 1: Is there any way at all to only affect a certain group of stuff [for the lack of the terminus technicus]. e.g doors in one given room. Or should I just man up and add connectors to all 9-10 doors separately and manually? Other exa...
by Glew
Sun Feb 09, 2014 2:39 pm
Forum: Modding
Topic: [MOD] Room Escape
Replies: 22
Views: 17998

Re: [MOD] Room Escape

Sounds like the texture got deleted/renamed/moved or you bound the model to another material that isn't defined. Have you been playing with the source files at all? I'm not sure... I might have downloaded some texture mods, but I honestly don't remember. Where should I look for the trouble? Or mayb...
by Glew
Sun Feb 09, 2014 2:12 am
Forum: Modding
Topic: [MOD] Room Escape
Replies: 22
Views: 17998

Re: [MOD] Room Escape

Okay, so I replayed the Mod for nostalgia and found something weird: the green gem appears white and doesn't glow in the dark. Any idea what can cause this? Have any of you experienced this? This happens both in the editor and in the game.
by Glew
Sun Feb 09, 2014 2:04 am
Forum: Modding
Topic: [MOD] Room Escape
Replies: 22
Views: 17998

Re: [MOD] Room Escape

Aw yay :mrgreen: Thank you guys! I could go into an awkward rumble about how great it is to receive your feedback, but I'll save us the embarrassment :oops: . It really is every kind of weird to see my little mod suddenly gain the interest it had (180+ unique downloads on Steam - compared to the 19 ...
by Glew
Thu Jan 09, 2014 1:19 pm
Forum: Modding
Topic: Pit teleportations?
Replies: 5
Views: 1994

Re: Pit teleportations?

Well, if you just want pit traps to work regularly, (and sorry if I misunderstood you) then you need this: -the dungeon must have at leas 2 levels (you can add new levels by right-clicking on the list where the levels are shown) -have a free cell exactly below the pit: so if the coordinates of the p...