[MOD] Eye of the Beholder: Waterdeep Sewers

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

Post by thomson »

JKos wrote:Another question: Are you guys going to adjust hit points and weapon stats closer to the original? Because my spells are made accurately as possible by the manual, so they seem to be pretty weak compared to melee weapons. Eg. magic missile does only 2-5 damage on level 1. I can tweak my spells of course if you think that adjusting all weapon stats and hit points is too much work.
I hope we'll get those points down to EOB levels, so underpowering weapons is likely the way to go.
[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 »

There are key locations on level one that crossing them adds a level to one or more PCs; the script decompiler mentioned on these forums probably lists exactly what and where, but from memory, I believe that one of the spots is just after the pressure plate that needs a rock on it to pass through the door.
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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

Isaac wrote:There are key locations on level one that crossing them adds a level to one or more PCs; the script decompiler mentioned on these forums probably lists exactly what and where, but from memory, I believe that one of the spots is just after the pressure plate that needs a rock on it to pass through the door.
Not the level, only the experience for party. There is a lot of these triggers on every level, some are the "onEnter" type, others "onClick", "onPickup", etc. We can complete reconstruct this feature, but now I have little problem with onClick() workarounds...
For example more of the triggers in level 1 added 400, 800 or 1600 exp, for entering the specific location or clicking on objects like slime pipes, drainages, buttons, levers.
ceprn
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by ceprn »

I apologize if this is off topic. I bought the LOG game, having loved DM in the past (played on an Amiga 500), and I was drawn to the mods after finishing. I am currently enjoying EoB:WS, but I am having difficulty with getting into some rooms. I am missing a couple of large portions of level 3, and if I drop into level 4, I can only play about 1/2 of the map and go no further. So, after all that, finally to my question: is there anyplace to get hints as to how to access the places I can't seem to get into? I assume it's just me not knowing the game, and hopefully not sone kind of bug.

I'd put a picture here, but I am not certain how to do so.
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Levels 3 and above are not finished yet. These are not bugs, but rather unfinished areas. Couple of us wrote a converter that generated dungeon layout for all 12 levels. Walls, doors, items and monsters are located properly. Unfortunately, what the script can't do is to define which locks are opened by which keys, any extra events or script are not there.

In short, only levels 1 and 2 are fully playable. Level 3 is playable to some degree. Levels 4 and above are there just because it is a work in progress.

If you are familiar with the original EOB, you could learn a bit about dungeon editor and help us fixing many missing things.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
DJK
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by DJK »

We need custom Eye1 portraits :(
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

DJK wrote:We need custom Eye1 portraits :(
Yes, we need indeed. There's only a couple of people currently working on this project, and our other commitments (some call it "a life") make us available time for this project limited. We are well aware of many limitations this project currently have, but we are going to fix or implement them at our own pace.

That brings me to the second point. The work would progress faster if more people contributed. We are accepting patches. If you want to contribute EOB1 portraits, make sure they are 128x128 jpeg, png or dds (dds is preferred). If you are looking for a bigger, longer involvement please PM me or DJ and we'll give you write access to git repo.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Numberouane
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Numberouane »

Wow

I was about to ask when we can enjoy all the efforts & energy u are all putting in this guys but u just answered with ur post above.

look like the way to go it still not negligeable but hope u keep on the effort and for sure finish it.

Do you have any rough idea about a "release date" , This year? did u talk about this already within ur team?

THanks again and thumbs up

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

Post by thomson »

I've updated couple of things on level 3 that were not added yet (basically copied them over from the file generated by EobConverter), and set up couple locks for proper items that open them.

I have also noticed that there script that adds a new party crashes the mod. I've tracked it to some odd error message. When I call champion:levelUp() (or champion:gainExp()), I get the error:

Code: Select all

attempt to index local 'spells' (a nil value)
This happens in setLevel(champion, level) function in mod_assets/grimwidgets/gw_party.lua.

Any suggestions how to fix it? What am I doing wrong?
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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JKos
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

It must be related to my spell system, don't worry I will fix it.
- 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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