Search found 107 matches

by djoldgames
Tue Oct 23, 2012 11:39 am
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 358626

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Update. New version 0.02.12 is available on Nexus and homepage . Sorry for STEAM users, but I'm not able to update my mod at workshop for now. Mod contains new spell-book with AD&D spells by JKos. In the testing room at the beginning, there is also button to level up for character in slot 4 for test...
by djoldgames
Tue Oct 23, 2012 9:44 am
Forum: Modding
Topic: Wall text and custom sounds
Replies: 3
Views: 2046

Re: Wall text and custom sounds

TheKuu wrote:No problem, thanks for the reply. I'm just looking to have a sound play when the player clicks on the wall text that's already spawned there.
Definitely not ;( Because the walltext entity doesn't any hook.
We need some sort of onClick() hook added from the developers in the future...
by djoldgames
Mon Oct 22, 2012 4:09 pm
Forum: Modding
Topic: LoG Framework (dynamic hooks etc.)
Replies: 156
Views: 95317

Re: LoG Framework (update: spell book(WIP) and 7 EoB spells)

Very nice work, especially with the spellbook idea (books -> scrools -> notes). Spellcasting items and monsters : we must to think out, how to make compatible these spells with items like scrolls (we have placeholders only for it yet), wands, etc. - without any restrictions to levels/points. Ant the...
by djoldgames
Sat Oct 20, 2012 11:21 am
Forum: Modding
Topic: LoG Framework (dynamic hooks etc.)
Replies: 156
Views: 95317

Re: LoG Framework (update: spell-hook support and 5 EoB spel

Ok, I tried to fix this, but there is no way to store items temporarily, because there is no container which supports both inserting and removing items. But I just changed spell selector uiName to "Select target by left clicking champions hand", I think that will do. Of course you can left click po...
by djoldgames
Sat Oct 20, 2012 11:08 am
Forum: Modding
Topic: Rotating the party
Replies: 17
Views: 7349

Re: Rotating the party

In my EOB remake I use new objects (instance of teleporters) for rotating the party, then I can easily place this "spiner" like objects anywhere by Dungeon Editor and set target/facing individualy if needed... This is script onMove hook for PARTY object (help.entitiesAtDir is a helper function from ...
by djoldgames
Thu Oct 18, 2012 5:35 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 358626

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Destroy it after use and replace it with a spawned "decal"; like a cloned Dungeon Ivy, using a wall texture (with the dagger on it) and a new mesh. Yes this would be a simple with spawning new object with different texture. But I have different idea, when we do not need to use other HUGE texture. W...
by djoldgames
Wed Oct 17, 2012 11:58 am
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 358626

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Some new stuff for EOB environment: Improved texture for sewer floor, now it's seamless and looks like a dirty water at last ;-) http://imageshack.us/a/img29/5849/eobremakehd009.th.jpg New rounded pit for EOB sewers http://imageshack.us/a/img846/5161/eobremakehd010pit1.th.jpg New placeholder for the...
by djoldgames
Wed Oct 17, 2012 11:48 am
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 358626

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

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 opposit...
by djoldgames
Wed Oct 17, 2012 11:17 am
Forum: Modding
Topic: LoG Framework (dynamic hooks etc.)
Replies: 156
Views: 95317

Re: LoG Framework (update: spell-hook support and 4 EoB spel

Great update SpellMaster ;-) You working fast and hi-quality. I don't catch up with all your updates. Now we are almoust finished with pre-generated EOB levels from original files. EOB Levels for dungeon.lua: Level 1 with default grimrock objects Level 1 with new object instances used in EOB mod Mor...
by djoldgames
Tue Oct 16, 2012 6:52 pm
Forum: Modding
Topic: [WIP] Mine Tileset
Replies: 119
Views: 75762

Re: [WIP] Mine Tileset

Excelent work Phitt!
Are you using the Blender and its export to wavefront .OBJ?
If yes, have you any tips for export settings? On my (new) objects created in blender and exported to .OBJ is every texture mirrored (by X axis) after import to GTM. I must do UVs -> Mirror -> X axis in blender...