Search found 208 matches
- 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
- 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..
- 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...
- 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...
- 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...
- 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
- 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
- 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...
- 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
- 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...