[MOD] Eye of the Beholder: Waterdeep Sewers

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Isaac
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Isaac »

Neikun wrote:I for one love this concept.
Perhaps a work around might be to destroy the alcove and spawn a new model with the same visuals as a filled alcove.
What I've noticed is that an item is always clickable.
Destroy it after use and replace it with a spawned "decal"; like a cloned Dungeon Ivy, using a wall texture (with the dagger on it) and a new mesh.
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Neikun
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Neikun »

That sounds like it would work well.
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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

Isaac wrote:Destroy it after use and replace it with a spawned "decal"; like a cloned Dungeon Ivy, using a wall texture (with the dagger on it) and a new mesh.
Yes this would be a simple with spawning new object with different texture. But I have different idea, when we do not need to use other HUGE texture. We don't have any hook (for now) for alcoves to retrieving items from it, so in scripts it is necessary to destroy item on the players cursor and spawn it back in alcove ;-)

This is the final result I used in script for these alcoves (special quest for level 2):

Code: Select all

function SpecialQuest2(sender)
	if sender:getItemCount() == 0 then
		setMouseItem(nil)
		sender:addItem(spawn("eob_dagger"))
		return false
	end
	if data.get(sender, "activated") then
		hudPrint(texts.getT("dagger_undetachable"))
		return false
	end
	counter_sq2:increment()
	data.set(sender, "activated", true)
	playSound("key_lock")
	print(sender.id.." is activated")
...
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

There is ongoing effort to reverse engineer the original Eye of the Beholder 1 files and convert some of the info to Grimrock format. Bifrost from oldgames.sk wrote an excellent level converter that is able to parse original EOB1 files and convert them to Grimrock dungeons.

I'm now working together with Bifrost on item converter. We have a good understanding of the data formats used to store items. I just wanted to mention that in case someone comes with the same idea and starts doing that from scratch. It's better to join efforts rather than redo the same work twice.

There's a wiki page for that EOB converter effort: http://grimwiki.net/wiki/Eye_of_the_Beholder_tools

If you want to take a quick look at the current status, an example ItemConverter output is:
https://dl-web.dropbox.com/get/Public/I ... w=3bbc30e5
https://dl-web.dropbox.com/get/Public/i ... w=c01eae2b
Its output is not yet usable, but we are working on it.

Please let me know if you are interested in joining this effort. Basic Java knowledge is very useful, but not required.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Isaac
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Isaac »

If no one else has seen it yet... There has been a long going effort by Jack Assir and others to reverse EOB and create a native c64 version; plenty of info and utilities to help not reinvent the wheel.

http://eob.wikispaces.com/home
Hustin
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Hustin »

Very nice project so far. I can't wait to see the dwarven tunnels. So far, I've only seen one issue: you can't eat any rations.
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JKos
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

Hustin wrote:Very nice project so far. I can't wait to see the dwarven tunnels. So far, I've only seen one issue: you can't eat any rations.
It's because they use my framework (viewtopic.php?f=14&t=3321), which had a bug that prevented eating any consumables. It's fixed on new version, so when they update the framework it should work.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

Update.
New version 0.02.12 is available on Nexus and homepage. Sorry for STEAM users, but I'm not able to update my mod at workshop for now.

Mod contains new spell-book with AD&D spells by JKos. In the testing room at the beginning, there is also button to level up for character in slot 4 for testing the spells.
New 3D objects: Rounded pit / ceiling shaft, low-poly ladder up/down & texture.

pit with ladder up/down
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JKos
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

Cool, I have to test how those spells work in action.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Xanathar
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Xanathar »

Just writing here a thought I had that sparked from EOB1 so it might get useful for you later on. I'll try to do some development in this direction for my own dungeon, if you think it will come useful I'll share with you the result.

Basically, I compared the dreaded level 4 of EOB with level 3 of Grimrock and found they were both very hard and pressing, but in different ways: EOB was a race against time, to try to reach the potions before everyone in the party died of poison, while GR is basically a race away from the spiders as with any enemy would be, with the additional issue that spiders are very quick and stealthy.

In essence:

EOB: Weak spiders, Strong poison
GR : Strong spiders (attack 23), Weak poison

Why? :
  • Poison doesn't cure itself in EOB
  • Contrary to Grimrock, resting while poisoned instantly kills the char. In Grimrock the char gets healed of both wounds and poison.
  • Spiders in EOB have weak attack power
What I think can change this to a more EOB-style:
  • Reduce attack power of spiders (likely creating another retextured spider kind) - basically noone should be able to die because of spider direct damage
  • Either set also the "diseased" status or attach to the onRest hook to insta-kill the poisoned resting char
  • Find a way to implement a sort of Slow-Poison spell to gain much needed time for the chars to find those potions (maybe through a temporary resist poison gain or access to the onDamage hook?).
I'm curious to hear (well.. read :)) your thoughts on this subject.
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