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Carving Alcove
Posted: Thu Oct 11, 2012 9:04 pm
by djoldgames
New alcove created for the "carving on the wall". Many thanks go to the
Alcove Guys!
I replace previous using of "walltext and lock" with this one:
empty:
dagger inside:
Only problem was with making inserted dagger as undetachable. Workaroud...
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Thu Oct 11, 2012 11:17 pm
by Neikun
I for one love this concept.
Perhaps a work around might be to destroy the alcove and spawn a new model with the same visuals as a filled alcove.
What I've noticed is that an item is always clickable.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Fri Oct 12, 2012 8:36 pm
by JKos
Hi dj, I finally tried your mod and I must say it's looking really great, and I'm proud that you use my framework with this. Is there any specific scripting feature that you need? I could try to add it to my framework.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sat Oct 13, 2012 12:55 am
by djoldgames
JKos wrote:Hi dj, I finally tried your mod and I must say it's looking really great, and I'm proud that you use my framework with this. Is there any specific scripting feature that you need? I could try to add it to my framework.
Hello JK, thanx. Yes, there is much scripting features I need
I upload all my cleaned sorce code of this mod to google docs, soon!
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Sat Oct 13, 2012 1:06 am
by djoldgames
New stuff here.
At last, I created this little puzzle for level 2 exactly how in the original EOB. With the grate (throwable) and the button on the disappearable wall. The is also option with put the dagger in the carving on the wall to open the grate, and push the button manually!
For more experiments look at this video:
http://youtu.be/D7QsUQKaK4E
Now, we have the new object - wall-textured cube. Any ideas to take use of it
( I know, the Alcove Guys, they have at least one )
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Wed Oct 17, 2012 10:51 am
by acillus
Awesome Mod. At first I tried to build it by myself. But I had to give up since your mod is waaaaay better.
But I have an idea for level 1:
I would set the initial state for the doors dungeon_secret_door_1 to dungeon_secret_door_4 to open and close it in openSW1() and openSW2() (just in the opposite order). This way the player wont recognise the door animation.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Wed Oct 17, 2012 11:48 am
by djoldgames
acillus wrote:Awesome Mod. At first I tried to build it by myself. But I had to give up since your mod is waaaaay better.
But I have an idea for level 1:
I would set the initial state for the doors dungeon_secret_door_1 to dungeon_secret_door_4 to open and close it in openSW1() and openSW2() (just in the opposite order). This way the player wont recognise the door animation.
Welcome!
Yes, in level 1 there are some old scripts we need renew. Thank you for the idea.
And of course, you can join us to develop the best remake
Check my sources, today I upload new version...
Now we working on objects "name design-pattern" for EOB mod for unifying used entities.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Wed Oct 17, 2012 11:58 am
by djoldgames
Some new stuff for EOB environment:
Improved texture for sewer floor, now it's seamless and looks like a dirty water at last
New rounded pit for EOB sewers
New placeholder for the sewer wall drain pipe - modified receptor from grimrock
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Thu Oct 18, 2012 12:32 am
by D@nzingtree
The floor looks really nice and squishi:D
Whats about the collumns?
They dont fit to the wallbricks, will you change the walls or the collums?
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Posted: Thu Oct 18, 2012 12:38 am
by Neikun
It looks like the columns are using his better texture.
And that floor looks amazing! Looking at it, I couldn't help but go "Euwwwwwwww"