[MOD] Eye of the Beholder: Waterdeep Sewers
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Fixed. It was related to the spell book script and crashed because Taghor is a Mage and wasn't initialized for it. Now if Taghor (or any Mage) joins to the party he will have his own individual spell book.
- 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
- cloneObject viewtopic.php?f=22&t=8450
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
I'm just curious... why is Taghor a mage?JKos wrote:Fixed. It was related to the spell book script and crashed because Taghor is a Mage and wasn't initialized for it. Now if Taghor (or any Mage) joins to the party he will have his own individual spell book.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Because that is something I put in the code when I was developing gw_party in grimwidgets and was too lazy to update it to more reasonable values for Taghor.Isaac wrote:I'm just curious... why is Taghor a mage?
We still haven't decided if we want to go with Grimrock ranges or rather do something AD&D style, so I didn't bother to adjust Taghor's parameters. He's now a funny level 3 mage with tons of skills (10,20,30,40 in respective magic schools), insane power and pathetic (10,11,12,13) strength, dexterity, vitality and willpower. Yup, some rebalancing is in order here.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
I just committed my very first 3D model! Here's photo of it:
It is not spectacular, but it required a lot of work. At least it was much work for me as I've never used blender before.
There are 2 locks on level 3 that use it: (19,17) and (20,23). Once the red gem is inside, it cannot be removed.
I have also coded scripts for put 4 blue gems into eye sockets puzzle (including special quest) and ladder down to level 4.
I don't think I'll create any other 3D assets anytime soon. I was frustrating experience to interact with blender. I very much prefer to write some code instead.
It is not spectacular, but it required a lot of work. At least it was much work for me as I've never used blender before.
There are 2 locks on level 3 that use it: (19,17) and (20,23). Once the red gem is inside, it cannot be removed.
I have also coded scripts for put 4 blue gems into eye sockets puzzle (including special quest) and ladder down to level 4.
I don't think I'll create any other 3D assets anytime soon. I was frustrating experience to interact with blender. I very much prefer to write some code instead.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
do you think now that you've struggled through it the next time would go faster?
Finished Dungeons - complete mods to play
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
It is possible to use Blender to create models via Python script; but it's probably more work than using the modeling tools, unless it's very simple or fractal in nature.thomson wrote:I don't think I'll create any other 3D assets anytime soon. I was frustrating experience to interact with blender. I very much prefer to write some code instead.
Blender is very powerful; and well worth spending some time learning. Check out Blenderartist.org, Blenderguru.com, and cgcookie.com/blender/ ~or even Youtube has plenty of instruction videos.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Small update:
- Grimwidgets updated to latest version
- Vampiric touch spell added (doesn't work like in AD&D yet though, it just transfers the hit points to the caster, i'm planning to make it work like it should)
- Made scrolls functional for all implemented spells. So now you can cast spells by reading scrolls.
- Grimwidgets updated to latest version
- Vampiric touch spell added (doesn't work like in AD&D yet though, it just transfers the hit points to the caster, i'm planning to make it work like it should)
- Made scrolls functional for all implemented spells. So now you can cast spells by reading scrolls.
- 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
- cloneObject viewtopic.php?f=22&t=8450
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
This is an oft requested feature, very nice!JKos wrote:- Made scrolls functional for all implemented spells. So now you can cast spells by reading scrolls.
Finished Dungeons - complete mods to play
- djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Minor update - Added wallasaurus's leech model to EOB sewers:
SpoilerShow
[MAP] Interactive Maps of Isle Nex - using Google maps technology
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
that's freaky as heck!
Finished Dungeons - complete mods to play