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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Geneforge wiki? in Geneforge Series | |
Shock Trooper
Member # 10488
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written Monday, January 14 2008 18:11
Profile
I like the in-universe perspective. However (assuming MediaWiki), you could reserve the Main namespace for in-universe content, and create an extra namespace for the kind of gameplay stuff you mentioned. Of course, in-universe is by no means a requirement. If you'd rather not have an in-universe perspective, that's perfectly fine. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
in Blades of Exile | |
Shock Trooper
Member # 10488
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written Monday, January 14 2008 18:03
Profile
Can you be more specific? It sounds like you're advocating an increase in the maximum possible value allowed in the various fields for Items and Monsters. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Playing character control in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Monday, January 14 2008 13:42
Profile
One thing – you don't need the shebang (#!) line. In fact, it may give you an error if it's present. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Released: Blades Forge in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Monday, January 14 2008 03:38
Profile
It works now. A minor oddity though – the teaser is completely ignored on the main page and the full description is shown. Nothing serious though. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Released: Blades Forge in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Sunday, January 13 2008 15:28
Profile
The error message: quote: Posts: 334 | Registered: Friday, September 14 2007 07:00 |
RELEASED: 'Kingdom Hall' in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Sunday, January 13 2008 15:26
Profile
I already mentioned the first point in a PM, together with one or two others. So, if you haven't already done so, check your private messages. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
RELEASED: 'Kingdom Hall' in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Sunday, January 13 2008 10:26
Profile
Seconded. Edit: It took me half an hour, actually. But I also restarted after the first town. [ Sunday, January 13, 2008 10:27: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
RELEASED: 'Kingdom Hall' in Blades of Avernum | |
Shock Trooper
Member # 10488
|
written Sunday, January 13 2008 09:53
Profile
Only 10 minutes? I guess I can try it. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
in Blades of Exile | |
Shock Trooper
Member # 10488
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written Sunday, January 13 2008 09:51
Profile
A few questions:
Posts: 334 | Registered: Friday, September 14 2007 07:00 |
RELEASED: 'Kingdom Hall' in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Sunday, January 13 2008 09:46
Profile
quote:That's not very nice... Anyway, I'm not going to download at this time, because you haven't given me any reason to believe that I may like it. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Geneforge wiki? in Geneforge Series | |
Shock Trooper
Member # 10488
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written Sunday, January 13 2008 09:44
Profile
quote:I am certainly willing to contribute, but I've only played the demos. So I won't be able to contribute a lot. quote:I like these two the best. As for the Geneforge-Avernum syncretism thing, there's nothing that can be done about that if Arancaytar is hosting it, unless he wants to buy a new domain name. Which I very highly doubt. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Geneforge wiki? in Geneforge Series | |
Shock Trooper
Member # 10488
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written Saturday, January 12 2008 17:59
Profile
quote:I know this. But storyline-wise, they're basically pretty much the same games. (Okay, there's a few differences, such as gorgons and apparently the golem dungeon.) quote:Maybe not, but it's still pretty expansive. Way more so than Nethergate, for example (there wouldn't really be a point in having a Nethergate wiki). [ Saturday, January 12, 2008 18:00: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Geneforge wiki? in Geneforge Series | |
Shock Trooper
Member # 10488
|
written Saturday, January 12 2008 16:46
Profile
Is there a Geneforge wiki? And, if not (as I suspect), is there any interest in such a thing? After all, the Avernum games have their own wiki. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Conforming Floors in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Saturday, January 12 2008 15:45
Profile
If you're not customizing the existing frills or borders, the only way is to place each one manually. I've done it before, with Dahak's dirt/grass borders. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Exodus sequel? in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Saturday, January 12 2008 15:43
Profile
Unrelated question: Bahssikava is named in one of the Avernum games, isn't it? Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Released: Blades Forge in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Friday, January 11 2008 10:57
Profile
quote:Apparently not. My zip file failed to upload. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Town script error in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Friday, January 11 2008 04:12
Profile
Actually, change_outdoor_location needs four parameters: change_outdoor_location(section_x,section_y,loc_x,loc_y) Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Released: Blades Forge in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
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written Wednesday, January 9 2008 18:19
Profile
I was wondering, why can only logged-in users see the comments? Is this done for a good reason that I don't know about? Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Instant death nodes in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Monday, January 7 2008 18:02
Profile
Lego. We, however, were talking about Logo, an educational programming language that is similar to Lisp and makes it easy to draw geometric shapes. See http://en.wikipedia.org/wiki/Logo_ (programming_language) (don't click the second link – copy it into your address bar and remove the space between the underscore and the open parenthesis. I wish I could have made a proper link, but this stupid board can't handle URLs that contain parentheses. :rolleyes: ) Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Instant death nodes in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Monday, January 7 2008 17:10
Profile
For me, it would have been later than 1994, I think. I would have been... um... seven in 1994? Something like that. I don't think I started learning Logo quite that early. I think it was after I got my first Mac (an LC 68k!). Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Instant death nodes in Blades of Avernum | |
Shock Trooper
Member # 10488
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written Monday, January 7 2008 12:48
Profile
Yay Logo! That was the first "programming" language I ever learnt. :P It's almost amazing what you can do with it though. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Released: Blades Forge in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
|
written Monday, January 7 2008 03:54
Profile
Okay then. :) And I'd already noticed the Lyceum section. But I guess some people may not have. Edit: You know, I can understand why the most recent thumbnail was scaled down, but I don't get why some of the other thumbnails of my graphics were scale up. :/ [ Monday, January 07, 2008 04:27: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Teleportation in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
|
written Sunday, January 6 2008 15:17
Profile
You need to use a terrain script. If there is only going to be one such portal, you can use the specobj.txt script, which can be found in the Sample Scripts folder (under Terrain Scripts). Just copy it into your scenario folder, assign it to the portal space, and set memory cell 0 to the town state that contains the code for handling the portal. If you're going to have several of them, it's worth making a dedicated terrain script. You can copy the specobj.txt, rename it portal.txt, and replace the "run_town_script" line with the portal handling code. I believe there is a teleport_party command to handle the actual teleportation. Keep in mind that this will only work for teleportation within a town, because you can only move between towns in certain, restrictive situations. If you need to move between towns, you'll probably have to code each portal separately, and you won't be able to make it activate when searched – only when stepped into. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
50 New Dialog Pics in Blades of Avernum | |
Shock Trooper
Member # 10488
|
written Sunday, January 6 2008 15:17
Profile
You need to use a terrain script. If there is only going to be one such portal, you can use the specobj.txt script, which can be found in the Sample Scripts folder (under Terrain Scripts). Just copy it into your scenario folder, assign it to the portal space, and set memory cell 0 to the town state that contains the code for handling the portal. If you're going to have several of them, it's worth making a dedicated terrain script. You can copy the specobj.txt, rename it portal.txt, and replace the "run_town_script" line with the portal handling code. I believe there is a teleport_party command to handle the actual teleportation. Keep in mind that this will only work for teleportation within a town, because you can only move between towns in certain, restrictive situations. If you need to move between towns, you'll probably have to code each portal separately, and you won't be able to make it activate when searched – only when stepped into. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
post-nuclear setting, would it be possible? in Blades of Avernum Editor | |
Shock Trooper
Member # 10488
|
written Sunday, January 6 2008 05:17
Profile
Probably, but it would be with magic. You can't disable the magic. (I'm not sure if there is a way to prevent players from using it.) It would also have little oddities. For example, if you wanted a gun which can run out of ammunition, you would have to tell the game that it's a crossbow (or a bow). BoE and BoA are best for fantasy settings. If you wanted a fantasy fallout, it's probably possible. Incidentally, there is a BoE scenario called Nightfall which is based on an Asimov book. BoE is now open source (and hence free), so you could try that out to see if it is the type of scenario you would like to make. And remember that BoA can do more things than BoE. In case you don't know: BoE = Blades of Exile BoA = Blades of Avernum Posts: 334 | Registered: Friday, September 14 2007 07:00 |