[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: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?
It doesn't make sense to do branches and merges, at least not at this stage. Feel free to push your changes to the repo directly. You now have write access.
[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 »

Thanks, I have pushed my changes.
Thanks a lot for your work.
Don't mention it, I just want to play this mod because I haven't played EoB ever, I had only c64 back then :) I have only read about it from game magazines.
So thanks to you guys for making this mod.
- 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 just want to play this mod because I haven't played EoB ever, I had only c64 back then
I played and finished EOB2 almost 20 years ago. I had played EOB1 for a bit a long time ago, but never had a chance to finish it, until couple days ago. Together with All Seeing Eye (automap), it's very good experience. But I used it sparingly, mostly to see in which region of the new level I'm, so I could draw my paper map and still fit on a paper.

It was difficult to work on the converter, because I didn't want to spoil too much. So I took a break and finally finished it. I also made some maps in the process, so it was a proper playthrough. I hope they'll be useful for me to recreate various things. I think I'm now ready to get involved a bit in this remake.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

v0.02.13 Changelog (not released)
- added destructible spider webs in dwarven ruins (level 4)
- added (testing) teleporters to levels 4-12

Here's a screenshot of the web with a spider behind it.
[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 added script entity "t" for testing purposes. The idea is that you can easily make testing points with it.
features:

- move items from dungeon to champion inventory or spawn new items to inventory.
- level up champions
- raise champions skills or stats
- move party to any location. Coordinates x,y, level or specific entity location are supported.

Try typing t.L3() to console and read the comments from the script entity "t" (it's located to lower right corner of the 1st level). I hope that the comments are clear enough.
- 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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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

Apparently I broke the illusion walls when I updated the framework, but I will fix them, so no worries.
- 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 »

Watch out, guys! There's beholder model in progress!
Ok, it is a wizard eye from Dungeon Master, but its creator says that he can prepare AD&D version as well. I think I'll keep an eye on that thread. :)
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

v0.02.13 (unreleased) Changelog
- updated spider webs on level 4 (import from updated door on floor mod, 1.3): small textures, added already torn apart webs
[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 »

JKos wrote:I added script entity "t" for testing purposes. The idea is that you can easily make testing points with it.
I've just checked it. Nice. Simple to use and works as advertised. I'd still like to keep the teleports for regular users, who I hope will test this mod from time to time.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

Thanks. I developed modifyChampion because the testing of my own dungeon was too awkward for me. Here is the original thread: viewtopic.php?f=14&t=4285
I made the to-function yesterday though when I was testing illusion walls.

You can add your own testing points to the "t" script freely, It's intended to make testing easier to everyone, not just for me :)
- 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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