Profile for Ishad Nha

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
Exile 3 to .Blades in Blades of Exile
Shock Trooper
Member # 7662
Profile #3
In Exile 3 I was hoping that Erika Redmark, that old witch, would be the villain. A remake of Exile 3 would be welcome here.

As for a point of turning Exile 3 into a BoE scenario, it would be a resource for anyone writing a scenario involving the continent of Valorim. In Blades of Avernum there is a template based upon Avernum 2.
Posts: 292 | Registered: Monday, November 13 2006 08:00
A2 Template in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #3
Yes, I do mean "byte" not "bit".

As for the A2 template, it should be uploaded to the relevant lists of scenarios. I can't access the Shadow Vale archive, but it is not on any of the other scenario lists that I have seen.
Posts: 292 | Registered: Monday, November 13 2006 08:00
A2 Template in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #0
My interest in this was revived by starting A Visit to the Madhouse. It is possible to turn a one bit terrain number, as used by Avernum 2, into a two bit terrain number as used by Blades of Avernum. You simply import the numbers into a spreadsheet and add a column of zeroes for each column of numbers. Then you export it back to a word processor program and change the tabs to spaces.

This might also be useful if anyone wants to base a scenario in the Valorim continent.

I might add that the real problem is converting A2 terrain to BoA when the two games use radically different numbers for the same piece of terrain.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Disfunctional Item Abilities in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #8
I imported the boots into another scenario and they were properly cursed. The moment I switched these with the boots the PC was previously wearing, the curse took effect. I used the Character Editor to give them directly to a PC, they were not found in a container.

I also tested the armor and it worked too.

[ Monday, March 10, 2008 01:22: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Disfunctional Item Abilities in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #6
Could the problem with the curse be: "it_magic = 0;"? For "it_cursed = 1;" seems okay.
Posts: 292 | Registered: Monday, November 13 2006 08:00
BoE Scenario Editor problem in Tech Support
Shock Trooper
Member # 7662
Profile #1
I don't know, I am having no problem on Windows XP. The editor won't work if you rename the BlScenEd folder, or if you move it to another folder. You should get a black screen in such cases.
Posts: 292 | Registered: Monday, November 13 2006 08:00
BoA Bug in Tech Support
Shock Trooper
Member # 7662
Profile #1
If anything or anyone appears as a giant question mark that means a graphics problem has occurred. Unless the question mark has the name "Placeholder", in which case the relevant monster has not been detailed in the scenario data script.

Take this to the BoA forum, Exodus has had a few problems listed in its day. If this is the only crash you have had it is most likely the scenario not the game itself.
Posts: 292 | Registered: Monday, November 13 2006 08:00
save editing in Geneforge 4: Rebellion
Shock Trooper
Member # 7662
Profile #6
The only snag is that you will need to thoroughly decrypt the save file to make sure you know what you are doing. I use the method when I need to, Wizards & Warriors for example. In Blades of Avernum there is no need because the Character Editor does everything anyway.

In Geneforge 4 use of spells like Daze meant that I didn't need to alter the game at all.
Posts: 292 | Registered: Monday, November 13 2006 08:00
save editing in Geneforge 4: Rebellion
Shock Trooper
Member # 7662
Profile #4
Savegame editors won't be necessary here, just as well because I don't know of any. There is MicroPhage's editor:
http://www.freewebs.com/microphage/GF4Editor.zip

This works by replacing a zone script. Most of your problems should be resolved by use of this editor. If not, if you are familiar with how Blades of Avernum works, you can edit the zone scripts yourself. You alter the Init State of a zone script to toggle a quest or whatever, then when you enter the zone the changes take effect. No need to understand or alter the save file. I had a look at the Avernum 5 save file and it looked tougher to understand than the BoA version.
Posts: 292 | Registered: Monday, November 13 2006 08:00
save editing in Geneforge 4: Rebellion
Shock Trooper
Member # 7662
Profile #2
A much simpler approach is to use a Geneforge 4 editor. If that doesn't have the abilities you want you alter the Init State of a zone script. I am not sure what changes you seek to make.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Blades of Geneforge in Geneforge 4: Rebellion
Shock Trooper
Member # 7662
Profile #5
I personally doubt that it would take that much effort to create Blades of Geneforge. Presumably Jeff already has the editor, I can only imagine that when he created any of the Geneforge games he used something like the Blades of Avernum Editor.

Creations would require some thought as to how they would work in a game composed of scenarios, but I don't see any great problem there. A player would take creations from one scenario to another.

After BoA I don't think Jeff would bother with Blades of Geneforge unless he was sure that the game would sell.

(Blades of Avernum could do with a few improvements, a new edition using a Geneforge interface might be a good idea.)

Edit: if you had the hypothetical Geneforge 4 editor you could make scenarios here and now.

Though from what I can see, Special Items and Quests are written into the Geneforge 4 program itself. This is of course very different to BoA. (You would have to carefully re-write the relevant parts of the program, that is not so difficult as long as you avoid altering the length of the relevant sections of the program.)

[ Wednesday, March 05, 2008 14:26: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
A1 : Graphical Glitches in towns/camps/forts in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #2
In Windows XP, when you are in Windows Explorer you can right-click on a program and choose the Compatibility tab. This tab has settings that enable older games to be run as though you were using an older version of Windows.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Importing Avernum 5 Graphics in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #5
One area where I have struck real problems with shrink to fit: the tile has straight lines in it, like GF4 bookshelves and so on. This causes an internal problem, obviously distorted lines.

As for the external problem, getting the edges to line up correctly, the GF4 1250 bitmap was a problem here when I tried to take a sample from the edge of the graphic.

I had relative success with floors that were free of straight lines.

As for objects, things that are not terrain, floor or items, they are usually smaller than BoA terrain, hence there is no problem at all.

Edit, as for the quality problems, few people in the BoA community are professional artists. Thus any quality problems will still leave a graphic that is far better than anything the average BoA designer could do on their own.

I will have to research the ratios for shrink and fit, maybe there is one that will work.

[ Friday, February 22, 2008 14:18: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Importing Avernum 5 Graphics in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #0
At long last I have the Windows versions of the A5 graphics, now I am trying to import them to the BoA world. As the A5 graphics for floors and hills are a bit bigger than their BoA counterparts, this will not be straightforward.
I have two basic approaches:
(one) just shrink the thing to fit, this leaves a few black spots that need cleaning up.
(two) take a sample based upon the centre of the graphic.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Insert Random Nethergate: Resurrection Questions Here in Nethergate
Shock Trooper
Member # 7662
Profile #117
Try to follow the road to the Roman Fort, until you are told you can't go any further. Then just follow the cliff wall going west until you see three pillar shaped stones. The cliff wall surrounding the area around the Fort.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Dilecia graphic bug in Blades of Avernum
Shock Trooper
Member # 7662
Profile #2
If you accidentally downloaded the scenario for the wrong platform it would run but the custom graphics would not work.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Technical Issue in Blades of Exile
Shock Trooper
Member # 7662
Profile #6
If you only want to play someone else's scenario there should be a Windows version around the place somewhere.

If you can't find a Windows translation or if you want to write your own scenario:

My understanding is that the Mac "exs" files should just be opened in a Windows BoE Editor and then saved.

As for any Meg graphics, I don't know. When BoE was big time, before BoA, Spiderweb software converted graphics before a scenario was released.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Technical Issue in Blades of Exile
Shock Trooper
Member # 7662
Profile #1
Do you know about the Compatibility Wizard? Just right click on the program when in Windows Explorer and look at the Compatibility tab.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Aranea tactics needed in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #2
In tough Avernum fights I would typically Haste a spellcaster so he/she could heal or cast damage spells twice as often. Then this spellcaster would Haste the other. I would Slow opponents, Bless front two PCs and maybe Shield them too. These are all cheap spells to cast.

I always use custom PCs, the pregenerated Spiderweb guys have skill points spread all over the place. Also, my two front rank fighters have at least one level of Priest spells, so they can heal themselves if they ever reach 0 Health. This frees the two spellcasters to cast serious spells.

[ Thursday, January 31, 2008 14:34: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Mac Editor v1.0.5 in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #14
Many Windows users lack any real programming ability, starting with me. I assume that we really can't give you any meaningful help unless we can program.
Posts: 292 | Registered: Monday, November 13 2006 08:00
E3, somewhere around Libras in The Exile Trilogy
Shock Trooper
Member # 7662
Profile #14
It is Caps Lock + D, or simply Shift + D.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #16
As I said, I see no way to attach a file to any post. At some point I will have to upload something to my site and insert a hyperlink.

If you have the time, try recompiling the 3D code, that would be a blessing to all Windows users if it worked. We could then all have our own home - brewed editors, just like the Mac users. I suspect that it is simply language dependent features connected with Linux.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #14
Like the records above, these are easiest to read if you import them into Word and change the tildes to tabs.

Outdoor Records
char ~ name[20]; ~ 20 ~ 0
unsigned char ~ floor[48][48] ~ 2304 ~ 20
unsigned char ~ height[48][48]; ~ 2304 ~ 2324
short ~ terrain[48][48]; ~ 4608 ~ 4628
macRECT ~ special_rects[30]; ~ 240 ~ 9236
short ~ spec_id[30]; ~ 60 ~ 9476
macRECT ~ exit_rects[8]; ~ 64 ~ 9536
short ~ exit_dests[8]; ~ 16 ~ 9476
location ~ sign_locs[8]; ~ 16 ~ 9616
char ~ sign_text[8][256]; ~ 2048 ~ 9632
out_wandering_type ~ wandering[4] ~ 216 ~ 11680
out_wandering_type ~ special_enc[4]; ~ 216 ~ 11896
out_wandering_type ~ preset[8]; ~ 432 ~ 12112
location ~ wandering_locs[4]; ~ 8 ~ 12544
macRECT ~ info_rect[8]; ~ 64 ~ 12552
char ~ info_rect_text[8][30]; ~ 240 ~ 12616
char ~ section_script[14]; ~ 14 ~ 12856
short ~ is_on_surface; ~ 2 ~ 12870
short ~ extra[10]; ~ 20 ~ 12872

Town Records

char ~ town_name[20]; ~ 20 ~ 0
short ~ respawn_monsts[4][6]; ~ 48 ~ 20
location ~ respawn_locs[6]; ~ 12 ~ 68
macRECT ~ special_rects[60]; ~ 480 ~ 80
unsigned char ~ spec_id[60]; ~ 60 ~ 560
short ~ lighting; ~ 2 ~ 620
location ~ sign_locs[15]; ~ 30 ~ 622
char ~ sign_text[15][256]; ~ 3840 ~ 652
location ~ start_locs[4]; ~ 8 ~ 4492
location ~ exit_locs[4]; ~ 8 ~ 4500
macRECT ~ in_town_rect; ~ 8 ~ 4508
item_type ~ preset_items[144]; ~ 1152 ~ 4516
preset_field_type ~ preset_fields[60]; ~ 240 ~ 5668
short ~ wall_1_sheet, wall_1_height; ~ 4 ~ 5908
short ~ wall_2_sheet, wall_2_height ~ 4 ~ 5912
short ~ cliff_sheet; ~ 2 ~ 5916
short ~ beam_type; ~ 2 ~ 5918
short ~ environmental_sound; ~ 2 ~ 5920
short ~ is_on_surface; ~ 2 ~ 5922
short ~ town_kill_day; ~ 2 ~ 5924
short ~ town_linked_event; ~ 2 ~ 5926
short ~ external_floor_type; ~ 2 ~ 5928
short ~ monster_respawn_chance; ~ 2 ~ 5930
char ~ town_script[14]; ~ 14 ~ 5932
in_town_on_ter_script_type ~ ter_scripts[100]; ~ 3800 ~ 5946
macRECT ~ room_rect[16]; ~ 128 ~ 9746
char ~ info_rect_text[16][30]; ~ 480 ~ 9874
creature_start_type ~ creatures[80]; ~ 5920 ~ 10354
short ~ extra[20]; ~ 40 ~ 16274
location ~ waypoints[10]; ~ 20 ~ 16314
short ~ exit_specs[4]; ~ 8 ~ 16334
short ~ spec_on_entry; ~ 2 ~ 16342
short ~ spec_on_entry_if_dead; ~ 2 ~ 16344

Size of Big_tr_type
Size of Big_tr_type ~ = 20480;
short ~ terrain[64][64]; ~ 8192 ~ 0
unsigned char ~ floor[64][64]; ~ 4096 ~ 8192
unsigned char ~ height[64][64]; ~ 4096 ~ 12288
unsigned char ~ lighting[64][64]; ~ 4096 ~ 16384

Size of Ave_tr_type
Size of Ave_tr_type ~ = 11520; ~ ~
short ~ terrain[48][48]; ~ 4608 ~ 0
unsigned char ~ floor[48][48]; ~ 2304 ~ 4608
unsigned char ~ height[48][48]; ~ 2304 ~ 6912
unsigned char ~ lighting[48][48]; ~ 2304 ~ 9216

Size of Tiny_tr_type
Size of Tiny_tr_type ~ = 5120; ~ ~
short ~ terrain[32][32]; ~ 2048 ~ 0
unsigned char ~ floor[32][32]; ~ 1024 ~ 2048
unsigned char ~ height[32][32]; ~ 1024 ~ 3072
unsigned char ~ lighting[32][32]; ~ 1024 ~ 4096

Town records have three different possible sizes.
Size of Town_record_type = ~ 16346
Size of Big_tr_type = ~ 16346 ~+ ~ 20480 ~=~ 36826
Size of Ave_tr_type = ~ 16346 ~+ ~ 11520 ~=~ 27866
Size of Tiny_tr_type = ~ 16346 ~+ ~ 5120 ~=~ 21466

[ Tuesday, January 29, 2008 15:50: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #13
I have had no luck compiling anything on Dev-C++, using Windows XP, how do you do it?

I have worked it out, but what this forum needs is an easy way to attach a file to a post. Ironworks Forum has this ability. It also needs the ability to insert tab stops into posts, tabs or tables.

The numbering of hex addresses below starts at 0 not 1. There are four columns, type of character, its description, how many spaces it occupies and where it starts.

unsigned char flag1, flag2, flag3, flag4; 4 0
unsigned char ver[3]; 3 4
unsigned char min_run_ver; 1 7
unsigned char prog_make_ver[3]; 3 8
unsigned char num_towns; 1 11
short out_width, out_height; 4 12
short min_level, max_level; 4 16
short rating; 2 20
char scen_name[50]; 50 22
short scen_label_pic; 2 72
char scen_desc[256]; 256 74
char credits_text[2][256]; 512 330
char comments_text[2][256]; 512 842
short intro_pic_resources[3]; 6 1354
char intro_text[3][6][256]; 4608 1360
unsigned char town_size[200]; 200 5968
unsigned char town_starts_hidden[200]; 200 6168
short start_in_what_town; 2 6368
location what_start_loc_in_town; 2 6370
location what_outdoor_section_start_in; 2 6372
location start_where_in_outdoor_section; 2 6374
short town_to_add_to[10]; 20 6376
short flag_to_add_to_town[10][2]; 40 6396
boat_record_type scen_boats[30]; 300 6436
horse_record_type scen_horses[30]; 300 6736
item_storage_shortcut_type storage_shortcuts[10]; 440 7036
location last_out_edited; 2 7476
short last_town_edited; 2 7478

The same table, this time with an attempt to identify columns with tildes.

unsigned char ~ flag1, flag2, flag3, flag4; ~ 4 ~ 0
unsigned char ~ ver[3]; ~ 3 ~ 4
unsigned char ~ min_run_ver; ~ 1 ~ 7
unsigned char ~ prog_make_ver[3]; ~ 3 ~ 8
unsigned char ~ num_towns; ~ 1 ~ 11
short ~ out_width, out_height; ~ 4 ~ 12
short ~ min_level, max_level; ~ 4 ~ 16
short ~ rating; ~ 2 ~ 20
char ~ scen_name[50]; ~ 50 ~ 22
short ~ scen_label_pic; ~ 2 ~ 72
char ~ scen_desc[256]; ~ 256 ~ 74
char ~ credits_text[2][256]; ~ 512 ~ 330
char ~ comments_text[2][256]; ~ 512 ~ 842
short ~ intro_pic_resources[3]; ~ 6 ~ 1354
char ~ intro_text[3][6][256]; ~ 4608 ~ 1360
unsigned char ~ town_size[200]; ~ 200 ~ 5968
unsigned char ~ town_starts_hidden[200]; ~ 200 ~ 6168
short ~ start_in_what_town; ~ 2 ~ 6368
location ~ what_start_loc_in_town; ~ 2 ~ 6370
location ~ what_outdoor_section_start_in; ~ 2 ~ 6372
location ~ start_where_in_outdoor_section; ~ 2 ~ 6374
short ~ town_to_add_to[10]; ~ 20 ~ 6376
short ~ flag_to_add_to_town[10][2]; ~ 40 ~ 6396
boat_record_type ~ scen_boats[30]; ~ 300 ~ 6436
horse_record_type ~ scen_horses[30]; ~ 300 ~ 6736
item_storage_shortcut_type ~ storage_shortcuts[10]; ~ 440 ~ 7036
location ~ last_out_edited; ~ 2 ~ 7476
short ~ last_town_edited; ~ 2 ~ 7478

[ Tuesday, January 29, 2008 15:16: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
E3, somewhere around Libras in The Exile Trilogy
Shock Trooper
Member # 7662
Profile #8
Possibly a mistake, possibly Jeff didn't expect anyone to penetrate that far into a hostile encampment. If they did they would obviously need a place to rest up after a lot of heavy fighting. Has anyone actually fought their way into this camp? I guess that Kriszan would not be hostile even after you fight the soldiers in the Empire Camp.
Posts: 292 | Registered: Monday, November 13 2006 08:00

Pages