Search found 324 matches

by MrChoke
Sun May 29, 2016 5:58 pm
Forum: Mod Creation
Topic: Thinking, is it time for another Glögg session?
Replies: 19
Views: 10428

Re: Thinking, is it time for another Glögg session?

After taking many months off of doing Grimrock modding (Ugh, I hate my real job), I am back at it. I also know Petri is hard at work on another game engine now. But Petri, do you want to take a break and come back here for another quick session? Maybe I can ship you over some American Glögg to help...
by MrChoke
Sat May 28, 2016 3:07 pm
Forum: Mod Creation
Topic: Thinking, is it time for another Glögg session?
Replies: 19
Views: 10428

Thinking, is it time for another Glögg session?

After taking many months off of doing Grimrock modding (Ugh, I hate my real job), I am back at it. I also know Petri is hard at work on another game engine now. But Petri, do you want to take a break and come back here for another quick session? Maybe I can ship you over some American Glögg to help ...
by MrChoke
Wed Dec 30, 2015 5:05 pm
Forum: Mod Creation
Topic: Any chance of getting a bug fix for Grimrock 2?
Replies: 5
Views: 2651

Any chance of getting a bug fix for Grimrock 2?

This post is basically for Petri. The bug I am referring to is the checkOfLineOfSight() bug I had reported here: http://www.grimrock.net/forum/viewtopic.php?f=22&t=9752&p=93969#p93969 You had confirmed it as a bug and added it to your bug list. However, no other updates for Grimrock 2 came. Seems li...
by MrChoke
Sat Nov 21, 2015 5:12 pm
Forum: Mod Creation
Topic: Looking for a good automap icon for a "magic wall"
Replies: 1
Views: 1341

Looking for a good automap icon for a "magic wall"

So I noticed how many different autoMapIcon values are used when defining objects. None are listed in any documentation I have seen, nor do I find them in any file in the asset pack. I did a fair amount of trial and error of setting of them and find there are many to choose from that are not even us...
by MrChoke
Tue Nov 17, 2015 12:26 am
Forum: Mod Creation
Topic: What if delayedScript is pending and the game is saved?
Replies: 6
Views: 3145

Re: What if delayedScript is pending and the game is saved?

Very good. Just wanted to make sure. Thanks.
by MrChoke
Mon Nov 16, 2015 5:51 pm
Forum: Mod Creation
Topic: What if delayedScript is pending and the game is saved?
Replies: 6
Views: 3145

What if delayedScript is pending and the game is saved?

Not that I have seen this first-hand yet in my dungeon but I may. I use delayedScript calls from time to time. What happens to a delayedScript call waiting to execute if the game is saved before it does? Is this condition saved so that a reload will have the delayedScript waiting pick up where they ...
by MrChoke
Sun Nov 08, 2015 3:37 pm
Forum: Mod Creation
Topic: Sky outside / normal lighting inside?
Replies: 18
Views: 8893

Re: Sky outside / normal lighting inside?

What does "nightSky" do though? On or off and I don't see any difference. Yes I am looking at night.
by MrChoke
Wed Oct 28, 2015 4:48 am
Forum: Mod Creation
Topic: [Solved] Why does "loop = true" not keep animations running?
Replies: 6
Views: 2364

Re: [Solved] Why does "loop = true" not keep animations runn

I have completed my plans with crystals in my dungeon with the help you guys. Basically I have a crystal that uses the "Crystal" component. I changed only the activate and deactivate textures. This means it has a built-in party heal and auto-save. And with that "reload" code from minmay, I have the ...
by MrChoke
Wed Oct 28, 2015 12:30 am
Forum: Mod Creation
Topic: [Solved] Why does "loop = true" not keep animations running?
Replies: 6
Views: 2364

Re: [Solved] Why does "loop = true" not keep animations runn

AnimationComponent:play() has an optional second argument 'loop' (default false) which you can use to play a looping animation. This should work: play("anim", true) playOnInit and loop properties are just shortcuts so that a script is not needed for simple cases. Oh. Thanks Petri! I will update the...
by MrChoke
Tue Oct 27, 2015 10:42 pm
Forum: Mod Creation
Topic: [Solved] Why does "loop = true" not keep animations running?
Replies: 6
Views: 2364

[Solved] Re: Why does "loop = true" not keep animations runn

I still don't know what loop = true does but I solved my problem in another way. I want the spin to keep going. It was easy with my first animationEvent. I use normalizedTime = 1 to do the event at the end of the spin and then I restart it. Very neat. ... { class = "Animation", animations = { spin =...