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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sat Apr 06, 2013 12:57 am
by Unkillable Cat
thomson wrote:With the latest additions, we have level 1-3 playable. They are not complete yet, though. We are missing the following monsters:
- kobold (lv 1)
- axe wielding skeleton (lv 2)
- zombie (lv 2)
- Kuo-toa (lv 3)
- flind (lv 3)
- kenku (lv 6)
- drow elf (lv 7)
- skeletal lord (lv 7)
- drider (lv 8)
- hell hound (lv 8)
- displacer beast (lv 9)
- rust monster (lv 9)
- mantis warrior (lv 10)
- mind flyer (lv 11)
- xorn (lv 11)
- stone golem (lv 12)
- beholder (lv 12)
Isn't this list missing one monster? The long Drow Mage that's encountered on lv 6? Of course, he's probably the easiest to do, just a slight rework of the Goromorg and he's good to go.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sat Apr 06, 2013 8:29 am
by djoldgames
Unkillable Cat wrote:Isn't this list missing one monster? The long Drow Mage that's encountered on lv 6? Of course, he's probably the easiest to do, just a slight rework of the Goromorg and he's good to go.
You mean this Dark-robed figure:
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sun Apr 07, 2013 4:28 pm
by odinsballs
pssst check out leki's monster thread there's an axe weilding skeleton now
here's link for skeleton with axe by leki on nexus :
http://grimrock.nexusmods.com/mods/252/
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sun Apr 07, 2013 4:41 pm
by thomson
I know. It's integrated into EOB code already
Loki did great job.
Ok, this means that we officially now have 3 monsters done: spiders (that was easy), leech (thanks to Wallasaurus) and axe skeleton (thanks to Leki).
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sun Apr 07, 2013 5:03 pm
by odinsballs
thomson wrote:
I know. It's integrated into EOB code already
Loki did great job.
Ok, this means that we officially now have 3 monsters done: spiders (that was easy), leech (thanks to Wallasaurus) and axe skeleton (thanks to Leki).
as for kobolds/goblins substitute would oblivion type goblins be something that might be usefull?
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sun Apr 07, 2013 5:50 pm
by thomson
odinsballs wrote:as for kobolds/goblins substitute would oblivion type goblins be something that might be usefull?
Wallasaurus was
working on a kobold, but we haven't heard anything about that kobold work for a long time. He did recently publish his leech, so I think he was just spending his time on other mobs. This means that it is at least likely that Wallasaurus will finish his kobold. Spending time on importing goblins from Oblivion would essentially duplicate Wallasaurus' work.
I've put the list of monsters, wallsets and other stuff that we are currently in need:
https://github.com/grimrock/eob1-waterdeep/wiki. Anything from that list would be useful. If there are other things being worked on and that list does not have link to it, please update it (or let me know and I'll update it). This list is greatly incomplete - objects and decorations are not there yet.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sun Apr 07, 2013 6:31 pm
by thomson
I've just found out that the spell system crashes if fireblast (upper left rune) is cast. Hmmm.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Apr 08, 2013 7:29 am
by JKos
That's weird, I'm sure it (the magic missile spell) worked last time I checked it. For some reason onCast-hook now gets fireburst as a spell name argument although it should get magic_missile and I have no idea why this is happening, but I will try to solve this soon.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Apr 08, 2013 11:17 am
by thomson
As I'm started to work on level 4, I needed a wallset for it. Creating a new wallset is way beyond my skills, so I created a placeholder for now. It uses temple wallset colorized to be more gray-blue as the dwarven ruins are.
I've just implemented moving walls on level 4. When you walk next to a wall at positions 15,7 to 17,11, the wall keep moving away in a counter-clockwise pattern. There's a dwarven key there. The chain and special quest is working as well. The code uses eob_dwarven_wall_cube, which is a placeholder object. It looks sort of ok, but it will have to be redone once we have proper dwarven wallset.
If you pick up the key, move the wall to their initial positions and then pull a nearby chain, special quest will be scored.
p.s.: If you're a skilled modder and can recreate this wall as a wallset in Grimrock, we'd appreciate your contribution a lot. Also, is there anyone interested in creating a chain that can be pulled like on those images below?
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Mon Apr 08, 2013 2:07 pm
by Drakkan
maybe you can use following wallset, perhaps little colored to silver and it would be ok ? Just idea...
viewtopic.php?f=14&t=5030