Profile for Celtic Minstrel

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A2 Template in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #2
quote:
Originally written by Ishad Nha:

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.
...What? Do you mean byte rather than bit?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Disfunctional Item Abilities in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #9
I don't know if it will help, but it seems to me that "it_magic = 0" should be "it_magic = 1". Aren't cursed items normally also magical?
Posts: 334 | Registered: Friday, September 14 2007 07:00
New Market City released in Blades of Exile
Shock Trooper
Member # 10488
Profile #3
quote:
Originally written by The Almighty Doer of Stuff:

It could have been tested a bit better, though. I'm about to send you a report containing problems I noticed.
That would be partially my fault. Sorry.
Posts: 334 | Registered: Friday, September 14 2007 07:00
BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #47
Hmmm... have we any other evidence of this? After all, it could be a scenario error... couldn't it?

[ Friday, February 29, 2008 20:38: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
War Preparations v 1.0 released! in Blades of Exile
Shock Trooper
Member # 10488
Profile #2
Yeah, sorry about that. School started up again and I barely had time. I never even finished it... :(

I will finish it though! Eventually!
Posts: 334 | Registered: Friday, September 14 2007 07:00
Scenario placing in Blades of Avernum
Shock Trooper
Member # 10488
Profile #19
quote:
Originally written by Thralni:


I'm oly guessing about the Blades Forge requiering a sit file, though. I don't know if Aran changed that yet.

I'm pretty sure he changed that. Look at the FAQ (I think that's where it is?).
Posts: 334 | Registered: Friday, September 14 2007 07:00
Importing Avernum 5 Graphics in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #3
I agree with Gale that shrinking is much better than cropping. At least that will preserve the smooth transitions between tiles.

As for Nikki... that's very useful information for the creature graphics, but I believe he is talking about the floor graphics.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Scenario placing in Blades of Avernum
Shock Trooper
Member # 10488
Profile #10
No, it does not need to be a SIT file for Macs. Stuffit can open ZIP files too, and MacOSX 10.4 and up (at the very least) comes with an application that can handle ZIP, GZ, and TAR. I'm not sure if that's all it handles. (Earlier versions probably have the command line utitlities to handle these?)

Arancaytar: Why don't you just put all the files at a path that doesn't include your name?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Released: Blades Forge in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #80
What, was it bigger than mine? I think mine was 150x150 pixels...

Edit: I wish the Recent Posts page would tell the absolute time of the post, rather than the relative time (or both, I suppose). (eg, "February 7, 2008 at 6:18" instead of "1 hour ago".) Is that doable?

[ Thursday, February 07, 2008 15:19: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Technical Issue in Blades of Exile
Shock Trooper
Member # 10488
Profile #13
Open them, yes, but not create them... right?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac Editor v1.0.5 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #26
quote:
Originally written by Dintiradan in "The Future of Blades of Avernum":

[QB]On the difficulty of BoA's scripting: would it be of any use if I made some type of script preprocessor? For instance, you give a SDF a name at the top of a script, and the program would replace all instances of that name with a get_flag or set_flag call depending on the situation. That would be the extend of how far we could alter the scripting without changing the code.
This would be a very nice feature to have in the AScript editor. If you made use of regular expressions, it would probably be fairly simple. The only other thing to consider would be reversing the process – translating SDF references back into names.

Is this at all feasible? If I had time sometime, I would consider investigating the possibility myself.

Speaking of AScript, when will it be out of the Beta stage?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Technical Issue in Blades of Exile
Shock Trooper
Member # 10488
Profile #11
I was thinking of Mac Classic. There's probably still people who haven't yet upgraded from that. But yes, as I said, BMP is ideal.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Dilecia graphic bug in Blades of Avernum
Shock Trooper
Member # 10488
Profile #4
If you get the Windows version you can probably find the relevant sheet and use Graphic Adjuster or a resource editing program to put it into the cmg file. In the Windows version, you would need to find a file called G501.bmp and paste its contents into the cmg file as PICT ID 501.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Technical Issue in Blades of Exile
Shock Trooper
Member # 10488
Profile #9
quote:
Originally written by The Almighty Doer of Stuff:

Actually, BoE only takes BMP on Windows, and if you use JPG you risk filling the image with compression artifacts, resulting in whitish patches where there should be transparent space in the game.

I know it only takes BMP, but it's pretty easy for a Windows user to convert a GIF or PNG to BMP format. It may be harder for some Mac users to do this.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Technical Issue in Blades of Exile
Shock Trooper
Member # 10488
Profile #7
quote:
Originally written by Ishad Nha:


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

I'm pretty sure this is unnecessary, which is a good thing since it's not possible in password-protected scenarios.

quote:
Originally written by Ishad Nha:

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.
I think the only way to deal with the graphics is to get someone who has a Mac to convert them. Although on FAT drives they are usually stored in an invisible folder (RESOURCE.FRK or something like that), I don't think the file format is openable on Windows.

Ideally a Mac user creating a scenario should provide graphics for Windows. Preferably in BMP, but any standard graphics format would work.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Released: Blades Forge in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #73
Is there a reason why the Blades Forge forum does not display my avatar? Is it too large or something? I could probably scale it down...
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac Editor v1.0.5 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #23
Yes, I noticed that, not with the sound resources, but with the graphics.

And... only one unused sound slot? Oh well... I probably wouldn't use custom sounds anyway...

I think Rezilla can load the System 7 sound resources. Maybe you could check out its code. (Of course, it's Carbon rather than Cocoa...)

[ Thursday, January 31, 2008 17:26: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac Editor v1.0.5 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #21
Does the play sound function accept out of range parameters? I mean, out of the range of the built-in sounds?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Mac Editor v1.0.5 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #19
quote:
Originally written by Niemand:

It'll take me some time to reproduce the features the older version has, particularly since I want to seriously rethink the user interface.
This is probably not a bad thing. The current interface is... rather odd, at best.
Posts: 334 | Registered: Friday, September 14 2007 07:00
The Basics of Spelunking - part 3c in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #9
Doesn't a simple "look" command tell you what a monster is? If you had "look"ed at them you would have known they were mung rats.
Posts: 334 | Registered: Friday, September 14 2007 07:00
installing scenarios in Blades of Exile
Shock Trooper
Member # 10488
Profile #7
It's a Win32 application, so I suppose you could try running it in compatibility mode.

I really don't know why the text isn't appearing.
Posts: 334 | Registered: Friday, September 14 2007 07:00
installing scenarios in Blades of Exile
Shock Trooper
Member # 10488
Profile #5
What's your operating system? Is it Windows?

If so, then I guess it's probably some sort of bug.

[ Saturday, January 26, 2008 06:11: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Geneforge Wiki Poll, Part 2 in Geneforge Series
Shock Trooper
Member # 10488
Profile #10
Why do you have DNA flag?
Posts: 334 | Registered: Friday, September 14 2007 07:00
open source help in Blades of Exile
Shock Trooper
Member # 10488
Profile #6
Is there a file anywhere in the distribution called "ul.cur"? If not, I suppose you could copy an existing .cur file and rename it. It's not a fix really, but at least it will allow the game to run (I assume).

If there is such a file, make sure it is in the place where the game is looking for it, ie "../blades/ul.cur". Translation: start from the working directory, go up one level, open the folder "blades", and that's where the cursor should be.

Speaking of the working directory, where is the executable file? (the .exe)

[ Thursday, January 24, 2008 07:49: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Geneforge Wiki Poll, Part 2 in Geneforge Series
Shock Trooper
Member # 10488
Profile #3
I answered "No" to question 5 because I would not be able to contribute much until I buy and play the games. However, despite that, I would be willing to contribute in small ways.
Posts: 334 | Registered: Friday, September 14 2007 07:00

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