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Re: [MOD] Eye of the Dragon
Posted: Tue Jun 17, 2014 4:12 pm
by Drakkan
Mystina Valeth wrote:I was just about to start playing this, but I have a question before I make my party. Are there any skulls in Eye of the Dragon? I wanted to make a Minotaur with the Head Hunter trait.
Hey, yeah lotsa skulls and also one weapon designed for minotaur (he or she will love that !

Re: [MOD] Eye of the Dragon
Posted: Tue Jun 17, 2014 5:03 pm
by The Doppelgamer
Cool thanks for the reply guys
Re: [MOD] Eye of the Dragon
Posted: Thu Jun 19, 2014 11:37 pm
by The Doppelgamer
So I just beat the 2 mindflayers in the high cleric chamber, and I can't understand how to get out, I'm completely trapped in here, am I missing something?
Re: [MOD] Eye of the Dragon
Posted: Fri Jun 20, 2014 2:20 pm
by Drakkan
actually you are not

there was a hint which you have perhaps missed - that placing certain treasures on the altar will activate teleport. in this case that item is
Re: [MOD] Eye of the Dragon
Posted: Fri Jun 20, 2014 10:02 pm
by The Doppelgamer
Drakkan wrote:actually you are not

there was a hint which you have perhaps missed - that placing certain treasures on the altar will activate teleport. in this case that item is
Awesome thanks, it worked. I didn't see that note, perhaps I missed it. I did find two blank notes inside that room though, were they supposed to be blank or is that a glitch?
Re: [MOD] Eye of the Dragon
Posted: Sat Jun 21, 2014 10:27 am
by Drakkan
Mystina Valeth wrote:Drakkan wrote:actually you are not

there was a hint which you have perhaps missed - that placing certain treasures on the altar will activate teleport. in this case that item is
Awesome thanks, it worked. I didn't see that note, perhaps I missed it. I did find two blank notes inside that room though, were they supposed to be blank or is that a glitch?
not a glitch these are just empty notes, which Valder did notcatch to write in. wish you good luck with finishing the mod, let me know !

Re: [MOD] Eye of the Dragon
Posted: Sun Sep 07, 2014 4:49 pm
by JLLMorales
Hello. First message on forum. Just to say that I am playing the mod... and it's awesome. I player original EOB2 20 years ago, and I'm just revisiting the experience, but with better graphics! Thank you a lot for this effort, I hope I could finish it, because is as dificult as the original.
I have a question. I'm right now a the first encounter with bees... I can remenber what I did with the green gem (i think i transformed a blue in green some days ago) but i can't find it. Is it critical to open the 3 colors door? Or i can continue? because i suposse i lost it in some place of the dungeon i can't recall where... or maybe i will find a green gem later?
Thanks a lot.
Re: [MOD] Eye of the Dragon
Posted: Tue Sep 16, 2014 2:02 pm
by Drakkan
JLLMorales wrote:Hello. First message on forum. Just to say that I am playing the mod... and it's awesome. I player original EOB2 20 years ago, and I'm just revisiting the experience, but with better graphics! Thank you a lot for this effort, I hope I could finish it, because is as dificult as the original.
I have a question. I'm right now a the first encounter with bees... I can remenber what I did with the green gem (i think i transformed a blue in green some days ago) but i can't find it. Is it critical to open the 3 colors door? Or i can continue? because i suposse i lost it in some place of the dungeon i can't recall where... or maybe i will find a green gem later?
Thanks a lot.
hello, thanks for your comment. As for your question - you need
three colored gem to enter this secret area
, so there is no need to have it. Also I am pretty sure you will find these gem(s) later in game.
Re: [MOD] Eye of the Dragon
Posted: Tue Sep 16, 2014 8:52 pm
by Isaac
Drakkan wrote:KNOWN BUGS
- Try avoid placing notes on your minimap, as it is causing many lua scripts to not work at all
This was fixed in-engine via script by John Wordsworth. It's in the OORR2 sources. It's the entitiesAt() function IIRC, it chokes on a user note object when found in the cell.
If that's what's causing the problem, this script fixes that.
Code: Select all
-- Script: entitesAt and allEntities Fix
-- Version: 0.9b
-- Date: 25th August 2013
-- Author: John Wordsworth, newAllEntities improved by Diarmuid
--
-- Provides a fix for the bug in Legend of Grimrock 1.3.7 where the entitiesAt()
-- and allEntities() methods will simply stop returning objects in a for loop if
-- they hit a 'Map Marker' entity in the level. This means that if the user has
-- placed a Map Marker on the level, allEntities will almost definitely fail, where
-- as entitiesAt will fail if the marker is on the same space.
--
-- Usage: Drop this into a script_entity called 'fix' in your dungeon.
-- From then onwards, call
-- fix.newEntitiesAt(level,x,y)
-- and
-- fix.newAllEntities(level)
-- instead of the standard methods in your code.
--
--
-- This entitiesAt method fixes the bug. The built-in iterator returns nil when it hits a map
-- marker, but the iterator itself still exists and is able to continue. So we simply keep
-- the underlying iterator object around and try to iterate over it twice if we hit a nil object.
-- This works on the assumption that you can only ever have one map marker in a space (so we only
-- have to skip 1 nil entry).
--
function newEntitiesAt(level, x, y)
local it = entitiesAt(level, x, y);
return function()
local e = it();
if ( e == nil ) then
e = it();
end
if ( e ) then
return e;
end
end
end
--
-- This iterator simply uses the fixed newEntitiesAt iterator
-- over and over to return entities in spaces.
--
Re: [MOD] Eye of the Dragon
Posted: Mon Oct 27, 2014 2:52 am
by Drakkan
Isaac wrote:Drakkan wrote:KNOWN BUGS
- Try avoid placing notes on your minimap, as it is causing many lua scripts to not work at all
This was fixed in-engine via script by John Wordsworth. It's in the OORR2 sources. It's the entitiesAt() function IIRC, it chokes on a user note object when found in the cell.
If that's what's causing the problem, this script fixes that.
Code: Select all
-- Script: entitesAt and allEntities Fix
-- Version: 0.9b
-- Date: 25th August 2013
-- Author: John Wordsworth, newAllEntities improved by Diarmuid
--
-- Provides a fix for the bug in Legend of Grimrock 1.3.7 where the entitiesAt()
-- and allEntities() methods will simply stop returning objects in a for loop if
-- they hit a 'Map Marker' entity in the level. This means that if the user has
-- placed a Map Marker on the level, allEntities will almost definitely fail, where
-- as entitiesAt will fail if the marker is on the same space.
--
-- Usage: Drop this into a script_entity called 'fix' in your dungeon.
-- From then onwards, call
-- fix.newEntitiesAt(level,x,y)
-- and
-- fix.newAllEntities(level)
-- instead of the standard methods in your code.
--
--
-- This entitiesAt method fixes the bug. The built-in iterator returns nil when it hits a map
-- marker, but the iterator itself still exists and is able to continue. So we simply keep
-- the underlying iterator object around and try to iterate over it twice if we hit a nil object.
-- This works on the assumption that you can only ever have one map marker in a space (so we only
-- have to skip 1 nil entry).
--
function newEntitiesAt(level, x, y)
local it = entitiesAt(level, x, y);
return function()
local e = it();
if ( e == nil ) then
e = it();
end
if ( e ) then
return e;
end
end
end
--
-- This iterator simply uses the fixed newEntitiesAt iterator
-- over and over to return entities in spaces.
--
thanks Isaac. I am now fully involved in log2 editing, so don not think any more updates here, but who knows. still thanks for advice.