[MOD] Eye of the Beholder: Waterdeep Sewers

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Ixnatifual

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

Post by Ixnatifual »

I think the wall colour is way too strong a red. I suggest making it more brownish like in Eye of the Beholder. Other than that, keep up the good work!
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Guys, check this destructible web out! It's ideal for dwarven ruins.

Are there any chances for new update? There are new screenshots on oldgames.sk of updated wallset textures, there's (unreleased so far) door and EobConverter has many improvements. I'm sure there are other goodies just waiting to be released as well :-)
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
Sanctifer
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Sanctifer »

quote from Oldgame website:
Well i'm currently studying ZBrush, xNormal and Blender to make more realistic and even better wallset. First we need good wallset for the sewers then the other types of walls. In general we have all 12 levels converted from eob to grimrock but we miss graphics, creatures with animations and some special stuff that is different in eob and grimrock.
So i think it's still alive !

I really want to play EoB again ( and EoB 2 & 3 ).
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Ok, I got tired of waiting for an update and decided to do something about it. :) I picked up the sources that are available on oldgames.sk and integrated them with files generated by EobConverter. This is not a fork. DJ is still the boss here. I'm just acting as a janitor around here until he comes back.

You can find the results here: sources zip file

I hope I didn't break during the merge. New features:
- levels 4-12 added, including walls, items and monsters.
- tweaked init.lua, so integration of new files generated by EobConverter is very easy (just overwrite old files). This is very useful, as we are hoping to continue work on EobConverter, so there are updates expected.

Those new levels are not really playable yet, because the locks are not working (not accepting keys) and any scripted events are not there yet. So sooner or later you'll encounter a door that you can't open.

The sources are now kept in git repository. One huge advantage of using git (or any revision control system) is that it is easy to track changes, see who added what, revert something if things stop working and have many folks working on the files at the same time. This is also what professional programmers use on a daily basis :)

Please contact me if you want to get write access to the repository.
Last edited by thomson on Sat Dec 15, 2012 3:31 am, edited 1 time in total.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

I've just added a slug (by Wallasaurus) that looks somewhat like a leech. Sure, it doesn't look like the original, but it is better than a herder.

Updated zip
[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 »

Good to hear that this is still alive. Is it still using my framework? If it is, I would like to have permission to the git repo, I have made a bunch of spells (all mage spells which were doable) for this mod so I could merge them in to it and update the framework to the newest version. Thanks.

Edit: I haven't used git in windows, only in linux, so which client/gui do you recommend. I would like to use it in command line because i'm used to it, but gui would be great for diff and version history etc. This seems to be down: http://git-scm.com/download/win

Ok, got it working (found the right download link), and appearantly git is available for cygwin too, have try that.
- 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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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

JKos wrote:Good to hear that this is still alive. Is it still using my framework? If it is, I would like to have permission to the git repo, I have made a bunch of spells (all mage spells which were doable) for this mod so I could merge them in to it and update the framework to the newest version. Thanks.
I believe it does. At least I haven't removed anything. Please let me know your github login. It's great to have you on board.
Regarding spells, there is one report in steam comments below Waterdeep Sewers mod that mentions 2 issues. First is that some spells crash the game. Second is about mage leveling above level 15 also causes crash.

Edit: I haven't used git in windows, only in linux, so which client/gui do you recommend. I would like to use it in command line because i'm used to it, but gui would be great for diff and version history etc. This seems to be down: http://git-scm.com/download/win
Welcome, fellow Linux user. You have couple options. You can use the msysgit, which is basically a windows port of the original git from unix systems. It comes with a bash-like shell. Git gui (for reviewing changes before commit) and gitk (for reviewing history) works as well.

Another thing that I tried and was very satisfied with github for windows. It is a fancy gui with nice integration with github (generates keys automatically, lists repos, etc.), but you can still get a shell git with a single click.
[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 »

I just made a github account with username JKos. Should I create my own branch and make my modifications to it and push it to the github so you can merge it to master branch or do I push my changes directly to the master branch?
- 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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JKos
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

I have updated the framework and fixed some issues related to framework, it should work much better now. Tested it in game too, so I just need the permissions.

Change log entry:

v0.02.14 (unreleased yet)
- Updated LoG Framework to the latest version (includes Xanathars GrimQ library)
- New spells: Stoneskin, cone of cold, fireball, lightning bolt, ice storm, haste
- All custom monsters, doors and items now work with the framework, so it's now possible to use dynamic hooks with custom assets.
- Bug fix: mage leveling above level 15 causes crash
- 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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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

JKos wrote:I have updated the framework and fixed some issues related to framework, it should work much better now. Tested it in game too, so I just need the permissions.
You are now added to the list of collaborators. You should be able to push your changes.
v0.02.14 (unreleased yet)
v0.02.13 wasn't released yet, so you can add your changes to the 0.02.13 list. But adding new version is ok as well.

Thanks a lot for your work.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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