Search found 72 matches

by HypnoToad
Tue Feb 05, 2019 9:36 am
Forum: Modding
Topic: Scripting Experts: Is This Possible?
Replies: 7
Views: 10872

Scripting Experts: Is This Possible?

Basically I want to recharge a spent item, I know I can do a destroy and spawn in an alcove, but is there a way to do this and/or recharge it while the players has it in their hands? Say a fighter has the Fire Blade and it's empty, can I have a spell that will swap it for a charged one or recharge i...
by HypnoToad
Mon Feb 04, 2019 10:00 pm
Forum: Modding
Topic: New Spells >> show them off here
Replies: 207
Views: 255960

Re: New Spells >> show them off here

Fan of Knives Credits go to JohnWordsworth who had a problem with this one :P spellcraft level and/or mana cost need to be adjusted defineSpell{ name = "knives", uiName = "Fan of Knives", skill = "spellcraft", level = 1, runes = "AC", manaCost = 5, onCast = f...
by HypnoToad
Mon Feb 04, 2019 7:03 am
Forum: Modding
Topic: [MOD] The Return of the Dark Lord
Replies: 58
Views: 83711

Re: [MOD] The Return of the Dark Lord

The button that turns off the teleporter on level 1 doesn't work. Not wasting anymore time on this one. Should have heeded the warning of one of the early posters but, oh well, you live and learn. It's not connected to the teleporter now, that was in the "beta" configuration. It's connect...
by HypnoToad
Sat Feb 02, 2019 11:17 pm
Forum: Modding
Topic: [MOD] Imperial Tomb
Replies: 6
Views: 12198

Re: [MOD] Imperial Tomb

Downloading it and will check it out, I still prefer LOG1, the spell system is better IMO, sure LOG2 has fancier graphics but LOG1 still has it's appeal, thanks.
by HypnoToad
Tue Jan 15, 2019 3:55 am
Forum: Mod Creation
Topic: Blender 2.71 - Importer / Exporter (1.4.4)
Replies: 101
Views: 155786

Re: Blender 2.71 - Importer / Exporter (1.4.4)

Thanks guys, I installed Blender 2.72 and voila it works fine now.
by HypnoToad
Tue Jan 15, 2019 2:08 am
Forum: Mod Creation
Topic: Blender 2.71 - Importer / Exporter (1.4.4)
Replies: 101
Views: 155786

Re: Blender 2.71 - Importer / Exporter (1.4.4)

I have Blender 2.78 and installed the Exporter 1.4.4, it "seems" to import and export LOG1 models fine, however for example if I import a bookcase model and even export it again without touching it, it's not visible in the game anymore, it's orientation seems all screwed up as well. Do I h...
by HypnoToad
Tue Jan 15, 2019 2:00 am
Forum: Modding
Topic: Firearms- Guns
Replies: 11
Views: 16611

Re: Firearms- Guns

For my latest trick or fools errand I created what I call a Pulse gun which shoots pulses of electrified plasma, it will bring down any monster not resistant to shock. How or why you would find it in LOG even I can't answer it was just something I did while bored the other day. And a good learning e...
by HypnoToad
Tue Jan 15, 2019 1:56 am
Forum: Modding
Topic: Daedulus Of Damned Souls Question
Replies: 3
Views: 6438

Re: Daedulus Of Damned Souls Question

Never heard of this game, where does one get it from?
by HypnoToad
Mon Jan 14, 2019 12:59 am
Forum: Modding
Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
Replies: 470
Views: 500250

Re: [MOD] LABYRINTH OF LIES - v3.6 Release

If you watch the authors videos, he is very very good at fighting, he can move his players around with ease during a fight, reminds me of this kid we knew years ago, he would complain that video games were not hard enough. We thought yeah right until one day at our house my son was playing Speedball...
by HypnoToad
Tue Jan 08, 2019 3:37 am
Forum: Modding
Topic: Firearms- Guns
Replies: 11
Views: 16611

Re: Firearms- Guns

A little challenge if anyone is up to it. I've been reasoning here at my desk as to how one could best create firearms for Grimrock. (I'm at work, so I can't test these theories until later tonight)... I'm creating a dungeon in a more "modern" setting and was trying to reason how firearms...