Search found 25 matches

by Torquemada
Fri Jun 23, 2017 6:59 pm
Forum: Custom Dungeons
Topic: Fate of Kingdom
Replies: 95
Views: 113238

Re: Fate of Kingdom

Hmm where are those mines? I've searched the whole city and only found for exits, the surface exit, the transport exit, the swimming pool and the secret cellar.
by Torquemada
Mon Jun 12, 2017 1:23 am
Forum: Custom Dungeons
Topic: Fate of Kingdom
Replies: 95
Views: 113238

Re: Fate of Kingdom

I have like 400+ pellets but still haven't found a firearm. I am also level 10 and still using regular dagger with my thief, haven't found another one yet, same with my minotaur, not heavy weapon found except that axe the skeleton dropped. Is all those stuff hidden somewhere or am I not paying atten...
by Torquemada
Sun Jun 11, 2017 12:02 am
Forum: Custom Dungeons
Topic: Fate of Kingdom
Replies: 95
Views: 113238

Re: Fate of Kingdom

Just started playing your dungeon. Pretty good but as always there are some things I noticed that I didn't like: - Various cosmetic problems, can see through wall entities (the low wall around the small pool in witch tower level 2 is missing it's back face), lanterns hovering instead of sticking to ...
by Torquemada
Sat Jun 10, 2017 12:33 am
Forum: Mod Creation
Topic: mine grass, missing texture?
Replies: 2
Views: 4853

Re: mine grass, missing texture?

Just came from the can and it hit me, of course It probably works like the outdoor areas - heightmap!
Thanks for the reply, but I figured it out, at the can of all places.
by Torquemada
Sat Jun 10, 2017 12:00 am
Forum: Mod Creation
Topic: mine grass, missing texture?
Replies: 2
Views: 4853

mine grass, missing texture?

Any idea why mine_grass has black texture? Am I missing something here? See this image:
https://ibb.co/nKAL3F
by Torquemada
Wed May 31, 2017 12:36 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2963675

Re: Ask a simple question, get a simple answer

How do you unlit a torch in a torchholder, I remember I did this is log 1 with the following script

function killTorch()
scripted_torch_2:destroy()
spawn("torch_holder",l,x,y,f):addItem(spawn("torch"):setFuel(0))
end")

This does not work in log 2
by Torquemada
Sun May 28, 2017 9:39 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2963675

Re: Ask a simple question, get a simple answer

Here's my simple question, I hope the answer is as simple
I want a door to open when a monster group is dead. It's simple with a single monster but the group doesn't have onDie hook
by Torquemada
Thu May 02, 2013 9:00 pm
Forum: Modding
Topic: Applying natural looking skybox
Replies: 8
Views: 6560

Re: Applying natural looking skybox

This is actually really complex to do. I developped for LoTNR a script which can create quite decent exterior ambiances and such. See video here: http://youtu.be/RyX7iUs9eFA A lot of how it works is explained here: http://www.grimrock.net/forum/viewtopic.php?f=14&t=4741&start=100#p56648. It...
by Torquemada
Tue Apr 30, 2013 10:26 pm
Forum: Modding
Topic: Applying natural looking skybox
Replies: 8
Views: 6560

Applying natural looking skybox

After playing some of the mods available here featuring modded monsters, wallsets and even outdoor areas and weather I began thinking that my dungeon was a piece of cr*p (pardon my french). So I wanted to do something more ambitious. I downloaded this exterior mod http://grimrock.nexusmods.com/mods/...
by Torquemada
Mon Apr 29, 2013 10:47 pm
Forum: Modding
Topic: Delay Timer in Script
Replies: 9
Views: 7923

Re: Delay Timer in Script

Edit: I see now that you've already solved it, too eager to help I guess :D I believe I've found the solution you were looking for. - Place a Timer and a Counter in the editor (call them spawn_timer and spawn_counter). - Give the counter an initial value (I gave it 4) - Connect the timer to the coun...