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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Mar 04, 2013 9:21 pm
by JKos
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
Posted: Mon Mar 04, 2013 9:49 pm
by Isaac
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.
I'm just curious... why is Taghor a mage?
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Mar 04, 2013 10:03 pm
by thomson
Isaac wrote:I'm just curious... why is Taghor a mage?
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.
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
Posted: Wed Mar 06, 2013 3:06 am
by thomson
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.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Wed Mar 06, 2013 3:58 am
by Komag
do you think now that you've struggled through it the next time would go faster?
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Wed Mar 06, 2013 5:21 am
by Isaac
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.
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.
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
Posted: Sun Mar 10, 2013 11:02 pm
by JKos
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.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sun Mar 10, 2013 11:34 pm
by Komag
JKos wrote:- Made scrolls functional for all implemented spells. So now you can cast spells by reading scrolls.
This is an oft requested feature, very nice!
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Apr 01, 2013 11:37 am
by djoldgames
Minor update - Added wallasaurus's leech model to EOB sewers:
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Apr 01, 2013 11:49 am
by Komag
that's freaky as heck!