Search found 20 matches
- Wed Jul 10, 2013 10:46 pm
- Forum: Modding
- Topic: [SCRIPT] Goromorg Shield (v1.1 update)
- Replies: 28
- Views: 29181
Re: [SCRIPT] Goromorg Shield (v1.1 update)
You could change the script local also, which may be easier (and will fix the script). Change the declaration of fxId to: local fxId = "f_" .. monster.id .. ".shield" You'll also need to update the declaration of the timerId to: local timerId = "t_" .. monster.id .. &qu...
- Sun Jun 30, 2013 1:03 pm
- Forum: Modding
- Topic: [mod] Legacy of Llylgamyn
- Replies: 14
- Views: 19426
Re: [mod] Legacy of Llylgamyn
I have put out an update with the problematic sound samples re-sampled/reformatted for LoL yesterday. I'm going to get an update out for KoD soon with the re-sampled sounds.
- Wed Jun 26, 2013 11:37 pm
- Forum: Modding
- Topic: [mod] Legacy of Llylgamyn
- Replies: 14
- Views: 19426
Re: [mod] Legacy of Llylgamyn
Did you try the Proving Grounds mod and did it give the same error? If so, I did put an update up yesterday with updated wav files in there. I should be able to get the other two updated soon (maybe by this week end) with the same two wav updates in addition to backing down the bitrate on the sx_fou...
- Tue Jun 25, 2013 2:17 pm
- Forum: Modding
- Topic: [mod] Legacy of Llylgamyn
- Replies: 14
- Views: 19426
Re: [mod] Legacy of Llylgamyn
Not sure how to tell if they're 16 vs 24 bit. I normally go off of this http://grimwiki.net/wiki/Custom_Sound_Tutorial for creating the sounds. What is unclear is if you have to have 44100 sample rates or if it can be smaller (8000 for instance). All are saved as mono, 16-bit PCM wavs by Audacity (u...
- Mon Jun 24, 2013 11:54 pm
- Forum: Modding
- Topic: [mod] Legacy of Llylgamyn
- Replies: 14
- Views: 19426
Re: [mod] Legacy of Llylgamyn
Sorry about that. My primary testors all use Windows. I took a look at all of the sound effect wavs and found a couple still in a stereo format. I thought I had checked all of these after downloading them from sample sites, but must've missed these two and since then copied them to my other mods. I'...
- Thu Jun 20, 2013 9:07 pm
- Forum: Modding
- Topic: [mod] Legacy of Llylgamyn
- Replies: 14
- Views: 19426
[mod] Legacy of Llylgamyn
Dungeon is a remake of Wiz 3, Legacy of Llylgamyn. Includes a town level and all six dungeon levels along with a rudimentary alignment system. Players start at the bottom and travel up. Readme includes hints and high-level walkthrough.
http://grimrock.nexusmods.com/mods/273
http://grimrock.nexusmods.com/mods/273
- Sat May 11, 2013 5:56 pm
- Forum: Modding
- Topic: [mod] Knight of Diamonds
- Replies: 12
- Views: 10066
Re: [mod] Knight of Diamonds
Updated to version 1.1. Mainly just updates to the riddle text and responses, in part because I couldn't remember the original game (only played through twice 25 years ago) and my maps were incomplete.
See first message for download link.
See first message for download link.
- Tue Apr 30, 2013 2:35 pm
- Forum: Modding
- Topic: [mod] Knight of Diamonds
- Replies: 12
- Views: 10066
Re: [mod] Knight of Diamonds
Yeah, I passed the riddle, and came back to level one. But what about the green gem? And the necklace I used and was gone? And what pieces of armor you're talking about? The green gem is the gem of return. You right click on it to use it. The original game assumed a teleport spell would be used to ...
- Mon Apr 29, 2013 11:35 pm
- Forum: Modding
- Topic: [mod] Knight of Diamonds
- Replies: 12
- Views: 10066
Re: [mod] Knight of Diamonds
I´m playing... seems that I reached the bottom and got all the doors opened in this level and the others. what to do now? I guess it's a good dungeon, but it lacks puzzles. Anyway I found some necklaces and by mistake, I "used" one of them , making it disappear. Also found a green gem, an...
- Sun Apr 28, 2013 1:24 pm
- Forum: Modding
- Topic: [mod] Knight of Diamonds
- Replies: 12
- Views: 10066
Re: [mod] Knight of Diamonds
How did you animate the new monster models? LordGarth I didn't. Most of the monsters are re-textures/customizations of stock LoG monsters created by others and pulled off of Nexus (mainly) - http://grimrock.nexusmods.com/ . The non-stock custom monsters were created and animated by wallasaurus or L...