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Blades of Avernum Improvements in Blades of Avernum
Shock Trooper
Member # 10488
Profile #35
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
Profile #4
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
Profile #2
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
Profile #33
quote:
Originally written by Ishad Nha:


Really you need an editor that you have compiled yourself.

Huh? As in download the source code and compile it?
quote:
Originally written by Ishad Nha:


The corner walls are more drawn by the program itself from what I can see.

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
Profile #0
quote:
From scenario ported from BoE (dialog script):
//OBSOLETE: Individual items can no longer be augmented.
// You can hardcode this using the it_augment_item field and.
// the augment_item_on_space function.

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
Profile #6
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
Profile #31
quote:
Originally written by Ishad Nha:

If you finished the BoE scenario you could send it to me at ishadnha(at)bigpond.com. There may be something that I can do. I am currently trying to port Shadow of the Stranger, it is a hassle when I can't contact the author. What do all those scenario nodes mean department?
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:
Originally written by Ishad Nha:

What do all those scenario nodes mean department?
Have you used the BoA Editor's feature to import a BoE scenario? It converts the nodes for you.
quote:
Originally written by Ishad Nha:


Three types of walls, a few authors use custom terrain as a third set of walls: Amnesia, Foul Hordes, Mad Ambition, Shades of Gray. It seems that the equivalent of type 8 can be made viable with this addition: te_icon_offset_y = -10;
That still leaves types 7 and 9 as being currently impossible to create in a third set of walls.

The problem with this is that the game's automatic wall adjustment won't happen (which you may have said?).
quote:
Originally written by Ishad Nha:


Pushable stone blocks, Kelandon's scenario Exodus had this in town 48. There was a script
"rockpusher.txt" that made this work quite well.

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
Profile #4
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
Profile #28
quote:
Originally written by Ishad Nha:


You can’t have both active and passive abilities in the same item, a restriction that may not be necessary.

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:
Originally written by Ishad Nha:


Need the ability to customize the descriptions of custom items.

Yes! That would be great!
quote:
Originally written by Ishad Nha:


The cliffs outdoors are always taken from the visually so-so G616.bmp, Surface cliff. Unless the party is underground, in which case it’s a case of G614.bmp. Thus the only way you can customize the outdoor walls is to rename another file as “G616.bmp” or “G614.bmp” as the case may be.

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:
Originally written by Ishad Nha:


Magic Shops
To create Magic Shops in the Avernum world is a real problem. Quite a few BoE features can’t be replicated in Avernum, even the Avernum 3 – style Jewel of Return is a tough problem.

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:
Originally written by Ishad Nha:


Damaged gear is found all through Nethergate: Resurrection, I think designers should alter monsters so they don’t always drop perfectly good stuff.

This would not be a matter of altering the monsters so much as simply creating new items.
quote:
Originally written by Nikki xx:


Just who exactly is an active designer here, anyway??

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
Profile #17
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
Profile #7
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
Profile #48
quote:
Originally written by Niemand:

I dredge this topic up from the depths because I'm making good progress on the move toward the full version 1.0, and i wanted to ask for opinions on a bit of the user interface:

I've rearranged the dialog box coder window to make all 6 strings visible at the same time, as requested by Kelandon. There's a full size screenshot of the new layout here . Does this look better than the old, or does it look too large and unwieldy?

I'm also working on writing the documentation to go into the online script reference, but it's slow going.

Lastly, I think that I may have successfully finished adding something that rhymes with 'ellchecking'. :cool:

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:
Originally written by Kelandon:

I've always been unclear on whether URLs are case sensitive, but I guess they must be, because there's a case problem in the link from your utilities page to the script editor.
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
Profile #4
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
Profile #6
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
Profile #54
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
Profile #4
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
Profile #52
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
Profile #7
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
Profile #61
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
Profile #50
...

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
Profile #3
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
Profile #9
quote:
Originally written by Jewel:


As for having a Vahnatai in your party, there is a way to change the default graphics so you can look like one.

Copy the file pcs.bmp into a different folder or put it on the desktop. You should find it in the 'blscened' folder. Open it with paint or something similar and overlay the graphics you want on the graphics you don't want. Put the original pcs.bmp into a folder labeled 'original pcs' or something like that and then put the edited pcs.bmp in it's place.

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
Profile #1
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
Profile #4
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
Profile #4
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

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