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

Posted: Tue Jan 29, 2013 9:19 am
by Xanathar
For the treasure chests I used an invsible button in front of the chests to detect clicks.. the only real downside is that sometimes the button sound is played. Using that for fake wall texts would require to reimplement the text display in gui though.

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

Posted: Tue Jan 29, 2013 11:42 am
by Komag
would it work to use an invisible alcove with an invisible item in it with onPickUpItem hook?

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

Posted: Fri Feb 01, 2013 11:26 pm
by thomson
I've just finished implementing script that will allow new party members to join. Even though EOB allowed up to 6 guys, Grimrock allows only four, so the decision who leave behind will come in sooner.

Here's the link to the original post.

Ok, adding Taghor and other folks can now join in. The next thing to implement is to finish script that handles dialogs, e.g. when meeting wounded Taghor. With grimwidgets, it is quite straightforward.

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

Posted: Sun Feb 03, 2013 1:39 am
by Leki
Youtube custom dungeom lets play EOB: WS --> http://www.youtube.com/watch?v=TBkKzl8Bc_8

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

Posted: Fri Feb 08, 2013 3:02 am
by thomson
I've updated grimwidgets version. There are many improvements, but the two I'd like to mention are new events handling and party joining script.

The result is simple: on level 4 you can meet a dwarf that you can heal, talk to and convince him to join your party.

Known issues:
- stats of Taghor the dwarf are still using example values (overskilled insectoid mage with weak stats, rather than something expected of dwarf warrior)
- due to specific hooks in spell system, when the dwarf joins you, you should not leave your mage behind. It will crash for now. We'll investigate the problem and do something about.
- Taghor's portrait is ugly. Please contact me if you have a better 128x128 images for a dwarf.

And here's how this looks like in the game: step 1 step 2 step 3

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

Posted: Mon Feb 11, 2013 7:38 pm
by undeaddemon
This is nice - Not only do I love this mod (bringing back to me my first x286 - the first computer i bought myself) But I like this dialog interface,.. I think I might have to have a go at getting it goin'....

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

Posted: Mon Feb 11, 2013 11:47 pm
by JKos
More new GUI stuff coming: I replaced my hacky spell book with a brand new GUI implementation. And I also rewrote the spell system so that spells must be memorized by resting before they can be cast.

Screens:

Spell book
https://docs.google.com/file/d/0B7cR7sc ... dTZG8/edit

Armor spell selected to be memorized
https://docs.google.com/file/d/0B7cR7sc ... c3UDQ/edit

Armor spell memorized after resting
https://docs.google.com/file/d/0B7cR7sc ... Q3c2c/edit

There are some bugs yet and I must add some kind of delay to memorizing process because now it's possible to memorize spells even in the middle of the battle by tapping rest key. But in general it works pretty well.

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

Posted: Tue Feb 12, 2013 1:51 am
by thomson
JKos wrote:More new GUI stuff coming: I replaced my hacky spell book with a brand new GUI implementation. And I also rewrote the spell system so that spells must be memorized by resting before they can be cast.
It looks awesome. It also working properly and the join new guy script no longer crashes the game when mage is selected to go.

One suggestion would be to increase number of spells a bit. I just checked. A human mage at the beginning of the game had 2 level 1 spells and one level 2 spell. Increasing spell limits will also make the users like the new spell system more.

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

Posted: Tue Feb 12, 2013 1:54 am
by Neikun
This one time, I replaced all of my party members with Taghor.
We were so hungryyy

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

Posted: Tue Feb 12, 2013 9:20 pm
by JKos
thomson wrote: One suggestion would be to increase number of spells a bit. I just checked. A human mage at the beginning of the game had 2 level 1 spells and one level 2 spell. Increasing spell limits will also make the users like the new spell system more.
Spell progressieon table is copied from here http://www.freegameempire.com/games/Eye ... der/manual

copy paste:

Code: Select all

Wizard level     Spell Level 1   2   3   4   5
     1                       1   -   -   -   -
     2                       2   -   -   -   -
     3                       2   1   -   -   -
     4                       3   2   -   -   -
     5                       4   2   1   -   -
     6                       4   2   2   -   -
     7                       4   3   2   1   -
     8                       4   3   3   2   -
     9                       4   3   3   2   1
     10                      4   4   3   2   2
     11                      4   4   4   3   3
So does characters start from level 3 in original EoB? Or does that table actually mean that at level 3, a mage has 4 level 1 spells and 2 level 2 spells?

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.

Edit: According to this page your characters indeed start from level 3: http://www.oldgames.sk/game/eye-of-the- ... load/8454/
So should I add a script that levels up all characters to level 3 at the beginning? Or do I just add more spell points?

Edit2:
- Added a delay to spell memorize (it raises with the spell level)
- Added a script which levels up all champions to level 3. (you can remove this if you don't like it)
- Fixed a unmemorize bug