Search found 158 matches
- Mon Oct 26, 2020 11:25 pm
- Forum: Mod Creation
- Topic: Dirt Cave
- Replies: 68
- Views: 94768
Re: Dirt Cave
Looks great! Do you have a estimated release date yet?
- Mon Oct 26, 2020 2:53 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2968129
Re: Ask a simple question, get a simple answer
What do you mean by direction? There is a spin, which turns you in that direction when you teleport
- Mon Oct 26, 2020 1:12 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2968129
Re: Ask a simple question, get a simple answer
Okay then does it have an init.lua file? If so, open the init file in your own mod and type in:
Change 'filename' to the name of the mod.
If there isn't an init.lua, then which asset pack is it? I will see if I can take a look at it.
Code: Select all
import "mod_assets/filename/init.lua
If there isn't an init.lua, then which asset pack is it? I will see if I can take a look at it.
- Sun Oct 25, 2020 9:56 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2968129
Re: Ask a simple question, get a simple answer
Do you mean 3rd party modded assets from the community, or ones you created yourself? If ones you created yourself then what type of asset? (item, monster, object with animation, or object without animation)
And if ones from the community they should probably say how to add them in the Readme file.
And if ones from the community they should probably say how to add them in the Readme file.
- Sat Oct 24, 2020 5:28 pm
- Forum: Mod Creation
- Topic: [WIP] GrimTK GUI Framework
- Replies: 146
- Views: 211474
Re: [WIP] GrimTK GUI Framework
Does GrimTK not work with zim_assets? I have merged the party definitions, and it all works fine, no errors or anything, but when I start a dialogue or open the enchanting menu, the party can still move around. This isn't that big of a deal, but it is kind of annoying to have to drop invisible doors...
- Fri Oct 23, 2020 11:56 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2968129
Re: Ask a simple question, get a simple answer
Never mind, it was because I had the puzzle on multiple elevations, so they were on top of each other and it appears that that causes a problem. Thanks for offering though.
- Fri Oct 23, 2020 6:20 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2968129
Re: Ask a simple question, get a simple answer
Hello, I don't think that the 'pushable_blocks' are working correctly in my mod... Firstly, they are activated always, even if they are on a deactivated 'pushable_block_floor', or 'pushable_block_floor_trigger'. Secondly, I can push them onto deactivated pushable block floors. I am using a lot of 3r...
- Thu Oct 22, 2020 3:03 am
- Forum: Mod Creation
- Topic: Torch item in ring slot?
- Replies: 3
- Views: 5488
Re: Torch item in ring slot?
Thank you, this is very helpful. (the reason I needed this is because my dungeon is single-player, so I figured it would just make it harder if they had to use one of their hands holding a torch)
- Wed Oct 21, 2020 12:01 am
- Forum: Mod Creation
- Topic: Torch item in ring slot?
- Replies: 3
- Views: 5488
Torch item in ring slot?
Is it possible to make an item like a torch, but instead it makes light when in the character's ring slot? Thanks.
- Wed Oct 14, 2020 1:50 am
- Forum: Mod Creation
- Topic: cube?
- Replies: 8
- Views: 11086
Re: cube?
The result is here. https://youtu.be/WkBIytNvCGw :shock: That is amazing! I could not even begin to make something like that.(by the way, I would honestly much rather have that than the original cube) @Minmay: Yes, I agree that the cube should be unique to grimrock 1. at first, my mod's whole story...