Profile for Celtic Minstrel
Field | Value |
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Displayed name | Celtic Minstrel |
Member number | 10488 |
Title | Shock Trooper |
Postcount | 334 |
Homepage | |
Registered | Friday, September 14 2007 07:00 |
Recent posts
Pages
Author | Recent posts |
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Blades of Avernum Improvements in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Wednesday, October 10 2007 18:51
Profile
But this still won't activate the game's automatic corners, will it? :( Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Item Augmentation? in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
|
written Wednesday, October 10 2007 18:40
Profile
I'm pretty sure it_augment_item would not be a command but an attribute to use in item definitions in the scenario data file. Did you try it this way? [ Wednesday, October 10, 2007 18:41: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Item Augmentation? in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
|
written Wednesday, October 10 2007 18:22
Profile
Oh, right, I remember that now... I don't think I used it much though. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Blades of Avernum Improvements in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Wednesday, October 10 2007 17:24
Profile
quote:Huh? As in download the source code and compile it? quote:Which is why simply using 10 or whatever slots to create a permanent walltype is not as good as allowing three basic walltypes. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Item Augmentation? in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Wednesday, October 10 2007 17:16
Profile
quote:Has anyone ever tried this? Will BoA actually recognise this undocumented item attribute and undocumented command or is it just something that never made it into the game? (This actually makes me think of the way augmenting works in G3+4.) Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Link to the latest compiled Windows version? in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Wednesday, October 10 2007 17:02
Profile
Oh, right, sorry; :eek: I just didn't notice that my link was the same as yours. There's a version available here, but I think it's actually the same version. If an update were posted though I would expect it to be here rather than at the other link. Edit: I believe Boffo is working on the Win32 version at the moment but he isn't going to post the update until Ormus (who ported it to Win32) says we can release it under the GPL rather than the CPL. [ Wednesday, October 10, 2007 17:07: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Blades of Avernum Improvements in Blades of Avernum | |
Shock Trooper
Member # 10488
|
written Wednesday, October 10 2007 12:18
Profile
quote:If you mean I could send it to you for porting, I started porting it before it was finished. In any case, I have already mostly completed the port and continued to develop it a little. Thanks anyway. quote:Have you used the BoA Editor's feature to import a BoE scenario? It converts the nodes for you. quote:The problem with this is that the game's automatic wall adjustment won't happen (which you may have said?). quote:I should look into this... ... Um... the double-post was an accident, right? Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Link to the latest compiled Windows version? in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Wednesday, October 10 2007 12:07
Profile
For a working version of BoE, go here: Windows Mac Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Blades of Avernum Improvements in Blades of Avernum | |
Shock Trooper
Member # 10488
|
written Tuesday, October 9 2007 18:55
Profile
quote:Um... is there any point in having both active and passive abilities? I guess it would be nice to at least have the option though... quote:Yes! That would be great! quote:I don't mind the outdoor walls, however I would like the ability to change their appearance if I feel like it. Actually, it is possible to do this on a Mac by including resources of IDs 614 and 616 in your cmg file. The replacement wallsheet can even have doors in it! Unfortunately this technique does not work on Windows - I really think it should. quote:By Magic Shops you mean random item shops? (I often call them Junk shops; Magic shops is really a misnomer.) It's possible to do this in Avernum, but the one obstacle is the inability to remove an item from a shop. quote:This would not be a matter of altering the monsters so much as simply creating new items. quote:Well... I have a scenario that I began in BoE and then tried to port (a lot of work since I had highly customized items and monsters). However, it's currently on hold until I actually buy the game (which will be soon, I hope). So, I guess I'm not exactly active at the moment... There are two minor things I wish BoA had... I find 2 wall types rather restrictive at times - 3 per town would be nicer. Also, I really liked the pushable stone block from Avernum 2. I guess there's no chance of getting these though. :( Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Porting between Mac and Windows in Blades of Avernum | |
Shock Trooper
Member # 10488
|
written Tuesday, October 9 2007 17:51
Profile
What about save files, for a scenario that uses a prefabricated party? Are they portable? Posts: 334 | Registered: Friday, September 14 2007 07:00 |
NPC Script Question in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Tuesday, October 2 2007 11:03
Profile
That would work... provided the behaviour actually uses basicnpc.txt (which it probably does) rather than being hard-coded or something... Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Avernumscript Editor in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Tuesday, October 2 2007 05:10
Profile
quote:That screenshot is wonderful... A bit large, but still good. You could allow the user to choose between that and the original version though, in case people have smaller screens. Is this version available on your utilities page yet? This isn't exactly important but... quote:I think the case-sensitivity of URLs depends on the server... if it's a unix/linux based server, it may be case-sensitive, but it it's Windows-based, it won't be - I think... Posts: 334 | Registered: Friday, September 14 2007 07:00 |
NPC Script Question in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
|
written Tuesday, October 2 2007 04:42
Profile
Plus you would have to repeat the code in every town! Not really worth it... Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Petition for Carbonized Character Editor in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Tuesday, October 2 2007 04:33
Profile
That could be a possible explanation for while Conceal Ability doesn't work... maybe there is no place for it in the save file........ Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Compiling BoE source code for Windows in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Wednesday, September 26 2007 16:31
Profile
I was just referring to the fact that of the two Google Code projects for blades that have been made, only "blade-of-exile" has anything on it while "oboe" is empty. It would make more sense to me to keep both the ports and the improvements on the same project, but I suppose it's also reasonable to use "blades-of-exile" for the simple ports and "oboe" for the improvements. Also, we should get Jeff to post a link on the blades site, but first we need to know which link. Feedback please? Link to "blades-of-exile" project, "oboe" project, or perhaps both? Edit: By the way, could someone upload the OSX version to the site in Boffo's post? At the moment, only the Win32 version is available there. [ Wednesday, September 26, 2007 16:33: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Petition for Carbonized Character Editor in Blades of Exile | |
Shock Trooper
Member # 10488
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written Wednesday, September 26 2007 02:36
Profile
Hex editing is all very well, but it would be easier in the long run to make a program to do it for you. Oh, and this is about the Mac version, although it may also apply to the Windows version... [ Wednesday, September 26, 2007 02:37: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Compiling BoE source code for Windows in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Wednesday, September 26 2007 02:33
Profile
So, it's officially "blades-of-exile" rather than "oboe" now for the Google code site? Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Google Code project in Blades of Exile | |
Shock Trooper
Member # 10488
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written Monday, September 24 2007 13:15
Profile
My suggestion: Upload the OSX version (executable + code) to the project.Upload the Win32 version (executable + code) once the licensing issue is fixed.Get Jeff to put a link to the project here so that everyone knows that this is the "official" project.Continue developing ;)(Since no work has been done, it does not matter which project is chosen as official.) Posts: 334 | Registered: Friday, September 14 2007 07:00 |
OBoE Suggestion List in Blades of Exile | |
Shock Trooper
Member # 10488
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written Sunday, September 23 2007 18:24
Profile
This may have been mentioned before, but I recommend upgrading the game to C++. Also, for variable-length arrays, I recommend the STL. I would be willing to do this myself if I had time (by which I mean lots and lots of time!) and if I had any idea how to use the source repository system. This would of course also require a major overhaul of the file format, which may have already been started. On another point, here's a few bugs that need fixing: Make the waterfalls work in town. For some reason, they don't seem to work in town, at least in my version.When the party is split up, Affect PC special nodes should only affect the active PC. In particular, absent characters should not have their skills etc. improved!When an item is placed and the Amount/Charges field is filled in with a number other than -1, it has no effect (unless the item is food or gold)The Alien Beast graphic bug (mentioned recently I think)And could the labels for checkboxes be aligned right rather than left so that it is easier to see which label corresponds to which checkbox? (Sorry about this double post - I wanted the thread to be brought to the top of the list since it hasn't been posted to in several days. If this is not a good reason to double post, tell me now!) Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Compiling BoE source code for Windows in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Sunday, September 23 2007 18:05
Profile
... Technicalites... wow... I have confirmed this - the License.txt file is the Common Public License, not the GPL. Someone should contact Ormus... Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Google Code project in Blades of Exile | |
Shock Trooper
Member # 10488
|
written Sunday, September 23 2007 17:52
Profile
I know that several people are mysteriously against this, but I think this is a great idea! Only problem is, it has already been done (although it does not appear to have been used yet). Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Scenario Editorn in Blades of Exile | |
Shock Trooper
Member # 10488
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written Tuesday, September 18 2007 17:28
Profile
quote:Keeper off: on the Mac, you'll need a resource editor such as Rezilla (ResEdit if you still use Classic :) ). I'll assume you're using Rezilla, although the process is probably the same for any other resource editor. From within Rezilla, open the file "Blades of Exile Graphics" (in the scenario editor folder). Make sure that you select the "resource fork" option at the bottom of the open dialog.Double-click on PICT (or click the little triangle).Find resource ID 902. Select it and copy.Paste into your favourite paint program, edit as Jewel said. Make sure it is in the upper left corner of the document (ideally the document should be the exact same size).Copy the edited sheet and return to Rezilla.Open resource 902 and paste in the new sheet. You're done!You should probably back up the file before doing this! Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Compiling Open Source Editor in Blades of Exile | |
Shock Trooper
Member # 10488
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written Tuesday, September 18 2007 17:06
Profile
I'm pretty sure "undefined reference" means that it can't find a function. Assuming the function actually is defined, this means either it needs to be declared extern or it needs a prototype (also extern I think) in the file that references it (or a file #included by that file, obviously). I think I haven't missed any possibilities here... Posts: 334 | Registered: Friday, September 14 2007 07:00 |
PC Editor: Item Problems in Blades of Exile | |
Shock Trooper
Member # 10488
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written Tuesday, September 18 2007 16:56
Profile
Fixing these errors would be great, of course, but it might be simpler just to change the code to use the item list from Blades of Exile Base (bladbase.exs). Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Horrible graphics corruption in OBoE in Blades of Exile | |
Shock Trooper
Member # 10488
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written Tuesday, September 18 2007 16:53
Profile
Here's my experience on this topic: The original, unregistered BoE crashes.Ormus's version runs, but fails to load any resources (that includes both graphics and sounds).On the other hand, I'm using Darwine on the Mac, so I just play the Mac version. :D Posts: 334 | Registered: Friday, September 14 2007 07:00 |