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Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Thu Mar 14, 2013 9:55 pm
by DARK HURRiKANE
Hi all. I just started using the Dungeon Editor and loving it! (very late to the party, I know)
My idea was (and still is) to recreate the original
Eye of the Beholder game. I was so proud of my idea and thought how original I was being - until I found others had the same idea and have done a bang up job. Some are going WAY beyond my skills or intentions and my hats off to them. {bow}
viewtopic.php?f=14&t=3350#p31648
My plan however is merely to recreate
EoB with nothing BUT the
LoG Dungeon Editor using only the textures and assets already given to us...as much as possible. Obviously; as I’m sure you’re all aware far better than I; we have needed to create assets such as Illusionary Walls and Custom Stairs - all because of the bloody stairs not lining up with the original EoB maps! (was SO mad when I first ran into that little issue) I just want to finish all 12 Levels first; complete with items, props, logic and ambiance; and then worry about populating it with creatures. (That part WILL have to be very custom I realize, and I don’t even know if it’s possible to add
Kenku,
Druger and a freaking
Beholder!?)
So, I’m a complete novice. I’ve never coded before, save for an introductory class in Python a few years back. I’m a quick study though and have learned a lot from this community. Two small things are driving me nuts however, and I’m hoping you all can help?
1.) Making the
earthquake.wav stop! I did read a particular forum post (which I now can’t find) about earthquake_stop.wav, however I did not understand the code or the steps involved to implemented this at all.
2.) A tutorial I watched hinted that through scripting you can place items in a more “exact” location as opposed to just the 0, 1, 2, 3 quadrants on any given square. I would very much like to be able to do this.
~DHK
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Thu Mar 14, 2013 10:26 pm
by Drakkan
there is already somebody working on EoB remake (and not just one guy I belive), so are you sure you wanna trying create the same ? I mean if you wanna, then go on, but I think community would welcome more some another remake than just having three remakes of one dungeon
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Thu Mar 14, 2013 11:33 pm
by msyblade
for the earthquake stop, place the following code in the sounds.lua file in your "mod_assets\scripts\sounds" directory. (Credit to Neikun).
Code: Select all
defineSound{
name = "earthquakestop",
filename = "assets/samples/env/earthquake_01.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 6,
}
And when creating an earthquake with a script entity:
Code: Select all
function makeCavein()
spawn("dungeon_cave_in", 4, 3, 13, 2)
spawn("dungeon_cave_in", 4, 2, 13, 1)
spawn("dust_emitter", 4, 3, 12, 2) --instructions to get this below
playSound ("earthquakestop")
party:shakeCamera(1,4)
end
-- You can find the dust emitter by J.Trudel , here:
viewtopic.php?f=14&t=3900&hilit=dust+emitter#p40101 , or simply delete that line of the code. replace the coordinates however you need, and there are two cave ins spawned here, same tile, different facing. Hope this helps!
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 12:42 am
by Marble Mouth
Hi DARK HURRiKANE. I concur with msyblade's advice about how to create a non-looping earthquake sound.
I've never tried positioning an item precisely within its tile, but I think you're talking about:
Item:setSubtileOffset(x, y)
Sets item’s relative position to the center of tile.
from the
Scripting Reference. Hope this helps
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 2:26 am
by DARK HURRiKANE
Yes, I realize others are recreating EoB too, but it was one the first PC games I ever played and I fell in love with the entire series and that style of gaming. So yes, I will be continuing in my pursuit of EoB.
This was mainly going to be just for close friends of mine who also loved EoB back in the day. Of course when I’m finished and I feel I have everything working 100% to the original, I will share it with the entire modding community. It will just be the DHK variant.
Thank you all so far for your advice and help! I will test out your code as soon as I have time and I hope more continue to post to my topic. The more aid the better I say. As I said, I'm a novice but we all had to start somewhere right.
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 2:33 am
by Komag
You do realize that recreating and entire game, even when you know EXACTLY what to do, takes months of very hard work
You're more than welcome to it, but be prepared to read pretty much everything written in these forums for the past six months and just dig into everything deep for many many hours to get to know how it all works
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 6:28 am
by DARK HURRiKANE
True that Komag, true that.
I know I have my work cut out for me, but it's so fun so far. I like learning new things and figuring out the logics. It's like beating a puzzle in a game for me. Besides, I have the free time.
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 6:56 am
by odinsballs
DARK HURRiKANE wrote:True that Komag, true that.
I know I have my work cut out for me, but it's so fun so far. I like learning new things and figuring out the logics. It's like beating a puzzle in a game for me. Besides, I have the free time.
welcome to the crawling party, i myself am working on some heavy duty outdoor stuf (no worries amateur modder on this myself)
and i like to help people out (with what limited 3d manipulation skills i have) should need for exterior related stuff show up (static props) i might be able to help out. so good luck with your mod. and also good luck on modding this mother, cause there's a shitload to figure out on this one. but its all good in the end.
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 7:27 am
by DARK HURRiKANE
odinsballs wrote:welcome to the crawling party, i myself am working on some heavy duty outdoor stuf (no worries amateur modder on this myself)
and i like to help people out (with what limited 3d manipulation skills i have) should need for exterior related stuff show up (static props) i might be able to help out. so good luck with your mod. and also good luck on modding this mother, cause there's a shitload to figure out on this one. but its all good in the end.
I want to "Like" this comment as they do on that Facebook thing-a-majig.
Thanks bro - any help is much appreciated! I have a new query. Is it possible in the slightest to add a Beholder and whatnot with the Editor? It won't discourage me if it’s impossible, I'm just VERY curious.
Re: Ambiance/Scripting Help for a Novice (an EoB recreation)
Posted: Fri Mar 15, 2013 7:33 am
by thomson
DARK HURRiKANE wrote:My idea was (and still is) to recreate the original Eye of the Beholder game.
Welcome to the community. Are you sure you want to repeat exactly the same steps as others? It is just waste of everyone's time. Let me give an example. One of the first things you'll have to do would be to create red brick wallset. There are 2 for sure, but more likely 3 wallsets for that very purpose already. On the other hand there are 0 wallsets for later levels, like dwarven ruins.
I strongly encourage you to take a closer look at EOB:Waterdeep sewers.
viewtopic.php?f=14&t=3350
It would be great if you could join our team. We're trying to be as open as possible. Everything we do is available publicly. Feel free to use it. In return we are asking (but not requiring) that you share back your assets as well.
You should also take a look at EobConverter - a tool we wrote that reads original EOB files and generates Grimrock dungeons. This will save you tons of time.
Regardless of what path you chose, good luck and have fun!