Search found 208 matches

by DJK
Sun Feb 17, 2013 7:38 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459713

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

We need custom Eye1 portraits :(
by DJK
Thu Oct 18, 2012 1:29 pm
Forum: Grimrock 1 Discussion
Topic: Lack of support for Mac OS X / Linux
Replies: 51
Views: 47746

Re: Lack of support for Mac OS X / Linux

Guys just play the game on windows... it doesn't need emulators and you have the benefit of being able to run 479 million other applications that don't run nativly (or at all) on macs..
by DJK
Thu Sep 27, 2012 7:19 pm
Forum: Grimrock 1 Discussion
Topic: Really? No auto-attack?
Replies: 22
Views: 22476

Re: Really? No auto-attack?

It wasn't very good, but it was better than EOB1 if they had been released at the same time/year. Naturally we expected more because of the age difference. but straight up comparison it's better (as far as I can recall). EOB1 was pretty limited in scope and resources. No, no and NO... Im not even g...
by DJK
Sun Sep 23, 2012 1:23 am
Forum: Grimrock 1 Discussion
Topic: Ironman Mode?
Replies: 15
Views: 13373

Re: Ironman Mode?

What keeps you from "moving" the "current savegame" from it's location (wherever it's saved) to a backup.. then while palying at regular intervals keep backing up your savegame, if you die, copy the backup over the "game over party" save and presto ? Unless the savegame...
by DJK
Sat Sep 15, 2012 1:09 am
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 459713

Re: EOB Custom Levels

I tested the level, some minor nitpickings... - The "this rune is not recognised" messages are actually text that the party can read if they have a gnome on board. This is a flaw or not depending on how you see your standard party. - The decision on what path that opens up (at door 2&3...
by DJK
Wed Sep 12, 2012 7:13 pm
Forum: Modding
Topic: Wall assets
Replies: 2
Views: 3156

Wall assets

Hmm how do I control what wall assets are generated ? It seems to do it at random atm but I would much prefer it doesn't set ANY assets and let me control where what is added... I want chains and gratings at places I want them to be instead of random :)
by DJK
Wed Sep 12, 2012 6:56 pm
Forum: Modding
Topic: Entity invalid spawn point
Replies: 4
Views: 4690

Re: Entity invalid spawn point

Ah yes they are :) Thanks :)
by DJK
Wed Sep 12, 2012 6:50 pm
Forum: Modding
Topic: Entity invalid spawn point
Replies: 4
Views: 4690

Entity invalid spawn point

Ok guys, I made a dungeon floor, and while at it I placed 50 or so cubes (just to test out).. all fine and dandy, I deleted those cubes with selecting them and pressing delete... I have none of those red droplet thingies anymore on my map.. yet when I want to preview it gives me a whole laundry list...
by DJK
Sat Sep 08, 2012 5:40 pm
Forum: Modding
Topic: Dungeon Editor Progress
Replies: 924
Views: 774793

Re: Dungeon Editor Progress

It seems like it has been "really close" for "ages" now :(
by DJK
Thu Sep 06, 2012 5:21 pm
Forum: Grimrock 1 Discussion
Topic: Really? No auto-attack?
Replies: 22
Views: 22476

Re: Really? No auto-attack?

Auto attack ? and what do you still need to do then in combat except dance ? it would make it boring :) Eye3 added an "all attack" button and while at the time it was praised by the magazines, I didn't like it all that much.. (but at least you still needed to press 1 button and it auto att...