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List of Bugs in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #1
quote:

Page 22, Ishad Nha: It seems that a town entrance won’t work from the outdoors if the relevant square has a terrain type that is impassable to the party. Ditto, there may be problems if the town entrance rectangle is smaller than 3x3. A lot of the trouble in A Large Rebellion in the Alexandra area came from this. There may be problems, I don’t know exactly when they occur.

This is explained on page 26. It's not a bug, it's just a bad algorithm to determine which direction the party enters from. As for not working if the space is impassable, this is just common sense. You can't go through the wall, only the gate.

quote:

Page 32: Set Town Boundaries - * Putting a town border right next to the edge of the town causes weird behavior: you can't exit the town, the town doesn't match the edge, etc.

I think the game is assuming that you would only do this if there were walls all around the edge of the town. Slightly annoying, but oh well...
quote:

Page 41:* Beam projectors malfunction wildly in close quarters, next to walls, in varying heights, etc.

I thought I saw this somewhere in the docs, but it's certainly not on page 41...
quote:

Page 44: Corescendata and default graphic errors

Easily fixed. Someone should probably issue the revised (fixed) corescendata as a bug fix.
quote:

As far as I can tell, terrains 172 and 173 (in addition to being mis-named) default to not showing up on the automap. I tried to add the line
te_draw_on_automap = 1;
but this did not seem to help. Their graphics are properly set.

These are the fences, right? They probably don't show up because editor graphics are so overwhelmingly white that none of the colour pixels are picked up when they are shrunk down to map size.
quote:

Chapter 2.5: Creating Custom Terrain Types
Page 53: te_can_look_at (Defaults to 0) - * Sometimes searchable terrain breaks. *...* I can provide a scenario demonstrating this if needed.

Sure.
quote:

Nicholas Bellerophon: I have found an issue. When importing any of the wallset terrains into a later spot, the walls no longer draw correctly on the automap in the game under certain circumstances. For example: I imported the four doors from the first wallset into spots 404, 405, 406 & 407 in order to remove their default scripts.

This is unclear - under which circumstances do they break?
quote:

Also, the precedence of the % operator is peculiar. 2 + 4 % 5 is 6, not 1. Use parenthesis for stuff you use the % operator on (for example, (2 + 4) %5).

This doesn't seem peculiar - it does 4%5 = 4 first, then th addition. % is division, so shouldn't it take precedence over addition?
quote:

Page 83, Ishad Nha: Init_state is activated well before the boundary is reached, not only that, it also appears to be erratic. It may or may not work.

Is it activated when the section is pre-loaded for transition then?
Posts: 334 | Registered: Friday, September 14 2007 07:00
insufficient arrows on laptop keyboard in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #22
quote:
Originally written by The Mystic:

use the mouse *...* to click on the directions if there's something I want to look at, talk to, or target that's not quite in the window.
Yes, this is (annoyingly) one of the few things that does not have a keyboard shortcut.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #10
I vaguely remember trying this by adding a G614.bmp to the Valley of the Dying (containing something obviously not cave wall)... I don't think it worked (and there's no reason why it does).
Posts: 334 | Registered: Friday, September 14 2007 07:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #9
... I just mentioned the Open dialog. I'm talking about drag-and-drop. Yes, I know it's a minor thing.
Posts: 334 | Registered: Friday, September 14 2007 07:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #7
Yes, it can open them, but only after I add a .cmg extension to them, or if I use the Open dialog. I guess what I was asking for was the ability to open them via drag-and-drop. It currently only accepts files with a cmg extension.

[ Tuesday, October 16, 2007 05:58: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #8
The inclusion of a sheet to override a default sheet only works on a Mac. I think this is due to the way the Resource Manager searches for a requested resource when multiple resource forks are open.

On Windows you could of course temporarily copy the sheet in place of the default one.
Posts: 334 | Registered: Friday, September 14 2007 07:00
List of bugs affecting BoA Calls in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #1
quote:

* The call get_unlock_spell_strength is undocumented.

This is in fact only partially true. The call is not included in the appendix, but it is documented in "Chapter 1.7: Editing Towns", section "Magical Doors (Advanced)", on page 41.

It does fail to specify what sort of arguments the call takes.
Posts: 334 | Registered: Friday, September 14 2007 07:00
insufficient arrows on laptop keyboard in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #17
Just for the record, LakiRa@, the game is designed for the keyboard. The numeric keypad is used to move around on the map, the numbers 1 to 4 (not on the numpad) select that character, and every button has a keyboard equivalent (eg press 'm' to cast a mage spell). I'm pretty sure you can play the game without ever using the mouse. Even if I'm wrong, you don't have to use the mouse very often.
Posts: 334 | Registered: Friday, September 14 2007 07:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #5
(Sorry about double post.)

I have a minor suggestion about Graphic Adjuster: Allow it to open the default graphics files in the "Blades of Avernum Files" folder - possibly as read-only. These files have creator code 'BoA^' and file type '3DAT'.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Alternate Dirt/Grass graphic. in Blades of Avernum
Shock Trooper
Member # 10488
Profile #5
So, you've basically made grass edges for terrain #72 (Dirt)?

... I like it. Now I can put proper edges to my dirt road (in the combat arena town)!
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #3
... Could you be more specific?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Google Code project in Blades of Exile
Shock Trooper
Member # 10488
Profile #9
The most recent version for Mac is available here. I think it's a DARCS repository or something like that. :confused:
I think there is some work in progress right now, but I'm not quite sure who's doing it. (Maybe *i or Khoth?). The current release for Mac is still not on Google Code, so if you have a mac and you can get madcrow to add you to the project, you could upload it.
As for contributing, please do (if you have the time and are willing). If you use a Mac, the source is in the link at the top of the post. For Windows, the source is here. Don't download it from the BoE site as that is now out of date.
The versions I linked to have already been ported to OSX and Win32 respectively, but there is a distinct lack of a character editor for both platforms. Perhaps you could help with that?

[ Monday, October 15, 2007 13:07: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Thoughts on converting to another language in Blades of Exile
Shock Trooper
Member # 10488
Profile #1
:eek: EEK! No! If you want to do it as a web app, javascript will not work! (I think the same is true of PHP, but don't quote me. :o )

I have no objection to the idea, but it would be far easier to use Java if you want to play it online. Since the game is written in C/C++, and Java is similar to C++, you may be able to port it with very little work.

That said, I don't think it's high priority.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Geneforge 5 is its last... in Geneforge Series
Shock Trooper
Member # 10488
Profile #26
quote:
Originally written by LakiRa@:

to C.Minstrel-there is no need to use so much graemlins
Sorry. I don't usually use so many.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Packhorse member? in Avernum 4
Shock Trooper
Member # 10488
Profile #4
quote:
Originally written by Taliesin:

That's good to know about A5. Even though it's not terribly realistic, it's nice to be able to pick up twenty-five iron bars in a dungeon and not worry about running home right away.
Actually, I think it is at least equally realistic. How many people keep their pack on their back while fighting? Most people would throw it on the ground until the battle is over.
Of course, you have to wonder how they can reach their pack once they've moved a few spaces. But with the old system you had to wonder how they can find something in their pack and take it out in the middle of battle.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Geneforge 5 is its last... in Geneforge Series
Shock Trooper
Member # 10488
Profile #22
What happened to them? Are they broken? Lost? Missing? Turned into chickens?
IMAGE(http://smilies.vidahost.com/contrib/blackeye/lookaround.gif)
What? If you're going to miss them it means they're gone, right? Right?
:P :P









Seriously, I'm not going to miss them... :) :D but I may miss the continuation of the series. :(
Posts: 334 | Registered: Friday, September 14 2007 07:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #4
quote:
Originally written by Niemand:

I don't really want to put out a third new version in the same day for such a minor thing.
That's okay - I definitely agree that it's not as important to be able to detect map sheets. I think I just mentioned it for completeness...

YAY! The corrupted sheet doesn't crash it anymore!
Posts: 334 | Registered: Friday, September 14 2007 07:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #2
Well, the error is a little more informative, and it says the sheet will be omitted, but then it crashes anyway. I tested it with the exact same file I sent you (the old version, before I used Rezilla to delete the corrupted sheet).

Lazarus tells me that BoA does not accept item sheets of multiple rows (apparently a floor icon from a lower row causes a crash or something). So that may not be important. (But I hope he's wrong. :( Unlikely though.)

But it still does not detect the 16x16 map icons. Are you intentionally omitting those?

I know there is an attribute for specifying an adjust for the map graphic, but I don't know whether the game uses that value.

Regardless, I still like the program. :)
Posts: 334 | Registered: Friday, September 14 2007 07:00
Blades of Avernum Improvements in Blades of Avernum
Shock Trooper
Member # 10488
Profile #73
quote:
Originally written by Lazarus.:

Multi-row item sheets aren't accepted by BoA.

What? Seriously? That is actually very strange. :confused:
I will be able to verify this once my CD arrives. :D
quote:
Originally written by Lazarus.:

Technically you could make the whole first row inventory and the second row floor, and so make a sheet with a full 10 item pairs, but I don't know why you'd bother.
To save sheets, of course. :P There are only 1000 sheets allowed, I believe? Of course, that is quite a lot, but certain things (Monsters, Dialog pics, etc) take up a good chunk of the sheets.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Blades of Avernum Improvements in Blades of Avernum
Shock Trooper
Member # 10488
Profile #71
quote:
Originally written by Ishad Nha:

As for boats, I have no idea what is in the save game files because BoA is not yet open source. Does anybody know?
I assume Jeff knows. :) He might even be willing to tell you. :P
Posts: 334 | Registered: Friday, September 14 2007 07:00
insufficient arrows on laptop keyboard in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #12
quote:
Originally written by claudio:

The "Fn"-Key "4"/"left" is on the normal key "u", which i need to open the "use"-dialog. But even when i would forget about the "use-dialog: the navigation via Fn-controls does not work properly either.
You did try it at least, didn't you? Pressing Fn-u is not the same as pressing just u - it's a modifier key like Shift.
quote:
Originally written by claudio:


I think it is simply a matter of keymapping, where Avernum 1 & 2 has a different mapping than 3, 4, 5. So maybe the programmers can fix this in a newer version?

A new version of Avernum is unlikely. You could try e-mailing him though. Check the website (spidweb.com) for the address.

I definitely can't help you any more than I have so far (which apparently is not at all :( ).

You could also try posting this in the Tech Support forum. I'm not sure whether it is more likely to be seen there, but it might be worth a try.

And as I've said twice already, it might help to specify the model of your laptop.

[ Sunday, October 14, 2007 10:49: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #28
You mean it produces the flash but doesn't teleport? If that's what you mean there'd be an easy workaround - just call the function again with mode 1.

[ Sunday, October 14, 2007 04:42: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Avernum 4 Observations in Avernum 4
Shock Trooper
Member # 10488
Profile #53
quote:
Originally written by Ephesos:

quote:
Originally written by Celtic Minstrel:

The one major thing I missed in Avernum 4 that hasn't been mentioned is the lack of elevation.
For what it's worth, this has been discussed, and Jeff is bringing it back for A5.

Actually, I knew this from the screenshots on Spiderweb's site. I was just mentioning that I missed it. (And I wasn't around when it must have been discussed, so I couldn't have known about that.)
Posts: 334 | Registered: Friday, September 14 2007 07:00
Blades of Avernum Improvements in Blades of Avernum
Shock Trooper
Member # 10488
Profile #67
So, there's a class to store the data in while in the editor, but is there a place in the bas file to write the contents of said class?

I'm guessing not, but maybe...
Posts: 334 | Registered: Friday, September 14 2007 07:00
insufficient arrows on laptop keyboard in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #10
Is there no key on your keyboard marked fn? What kind of computer are you using? As in the model, not the OS.
Posts: 334 | Registered: Friday, September 14 2007 07:00

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