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Automatic game creation potential? in Blades of Avernum
Shock Trooper
Member # 10488
Profile #13
I know about set_terrain. But it affects the current state of the town (or outdoor section). Jewlelz was, I believe, referring to a program to generate a .bas file with random towns (as Niemand pointed out). This cannot be done with AvernumScript - it is entirely outside of its sphere of influence.

A rogue-like game, where the terrain is generated at runtime, is possible with AS.A program to generate terrain which can then be used to create a scenario in the editor, is not possible with AS.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Automatic game creation potential? in Blades of Avernum
Shock Trooper
Member # 10488
Profile #9
That's an interesting but quite different idea. I do like the idea of a Blades of Rogue, I think. An automatic terrain generator cannot be done with AvernumScript, though, because AvernumScript does not modify the scenario file. It would have to be a separate application that uses code from the editor. It's interesting, but may not be worth the effort.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Picky details in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #18
I think the wiki, in its current state, is little more than a dump of the documentation file. So starting with the wiki is no different than starting with the docfile.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Beta Testers Wanted: 2 scenarios in Blades of Exile
Shock Trooper
Member # 10488
Profile #4
Hmm, potentially friendly goblins... I like that. (In general I like the idea of making normally hostile creatures friendly.)

I already have a utility scenario that I made, but I could always try another one. Mine is flexible but a little inefficient.

(I have sent you a private message.)

[ Thursday, November 29, 2007 11:22: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Picky details in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #12
The automatic porting feature of the editor is proof that the game accepts more states than the documentation claims. I suggest raising the limit on state number to 255 - that is, after all, the logical limit if the number is stored in a char variable (ie one byte).
Posts: 334 | Registered: Friday, September 14 2007 07:00
Picky details in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #9
It's good to have the documentation online, of course, but I recommend distributing the program with an offline copy, presumably accessible through the Help menu - for the benefit of people who have dial-up or non-constant internet access (eg. only at school / work / whatever).

I'm not one of those people, but I would still like to have offline reference. Sometimes my internet connection randomly breaks.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Beta Testers Wanted: 2 scenarios in Blades of Exile
Shock Trooper
Member # 10488
Profile #1
Can you give a brief description of the scenario? I may like to test them, but I'd like to know what kind of scenario they are first.

Also if they will take more than an hour or so to test I may not have time until after my exams are over (about two weeks, I think).
Posts: 334 | Registered: Friday, September 14 2007 07:00
Picky details in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #7
When will version 1.0 be released? Are you planning to finish the documentation first?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Tree Graphics in Blades of Avernum
Shock Trooper
Member # 10488
Profile #20
I've numbered all 8 images in order of their appearance in the thread.

This one seems artificial. :(This one is probably my favourite of the first four. Generally you see a mixture of broadleaf and coniferous trees, unless you're far north or in the mountains.This one makes me think of a young forest, possibly a plantation.Nice, but I think the trees are a little too large.Perfect for a place where broadleaf trees are sparse. This one ranks equal to #2 in my opinion, but for a different situation. I still don't like the trees of #1, but it's better when they're not the only kind of tree present.Same as above.Same as above?I like the autumn tree, but I think it would work better in larger clumps rather than the occasional lone tree amongst conifers.For myself (ie if I used graphics like these in a scenario), I'd like an option of all conifers, all broadleafs (autumn and summer), and a mixture.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Picky details in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #3
While we're on the topic of documentation, there's this:
quote:
From the Scenario Workshop Support page:
The call print_big_str_color is actually called print_big_str_num. It works exactly like print_big_str_color, as described in the editor documentation.
When I tried out AScript, I noticed that the error checker considered print_big_str_color to be valid while print_big_str_num was not.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Call for input: Standardizing on a rating rubric in Blades of Avernum
Shock Trooper
Member # 10488
Profile #3
I think the categories of Lenar's rubric are good, but they needn't be combined into a single overall rating.
PlayabilityPlot/Exposition?CombatPuzzlesRoleplay?AestheticCustom GraphicsTown FunctionalityNoveltyReplayability?Scripting/NodeworkOutdoor FunctionalityDialoguePrefab Party?Treasure Balance?I added #l2 onwards, and the ?'s are the ones that don't quite seem good enough for me.
Each category should have a rating of 1-5 or 1-10 or whatever, plus a N/A option (eg for a scenario without an outdoors or without combat, etc.)
Also, some of the above categories could probably be combined.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Babelfish Contest #2 in General
Shock Trooper
Member # 10488
Profile #34
"This novel is not thrown slightly in side, but makes an effort to throw with the tremendous strength."

To each language and back:
Chinese-simple: "This novel is not thrown slightly in side, but makes an effort to throw with the tremendous strength."
Chinese-trad: "This novel not slightly is thrown in the side, but the sign diligently throws by the tremendous strength."
Dutch: "This novel is not thrown lichtjes in side, but makes an effort to throw with the enormous sterkte."
French: "This novel is not thrown slightly in the side, but the marks an effort to throw with the enormous force."
German: "This novel somewhat not in side, but in marks an effort, with the enormous strength to throw thrown."
Greek: "This novel is not thrown lightly in the side, but overwhelms effort to throw with the enormous force."
Italian: "This novel is not thrown a po' in the side, but in the Marches one effort to throw with the tremendous resistance."
Japanese: "This novel is not thrown the side, effort in order to throw with the strength which does not have either the way with making barely."
Korean: "This novel side, is slight but inside producing and the effort which it throws in the force which is gigantic it does not throw."
Portuguese: "This novel is not play slightly in the side, but in makes an effort to play with the tremendous force."
Russian: "This novel is not nebol'sh to the side, but model the effort to throw with the tremendous strength."
Spanish: "This novel is not sent slightly in side, but marks a effort to send with the enormous force."

And something more interesting:
En-Kor;Kor-En;En-Fr;Fr-Du;En-De;Du-Fr;De-Fr;Fr-It;Es-Fr;It-Fr;Fr-En
"Those with given Romain the cars part of packing, is corn the production of the cars of packing increase interior and cubic inch forces in FORCE, cubes throws, it pins does not throw gigantic is."

On top of that, En-Rus;Rus-En:
"Those s, is which they gave Romain, it was which automobiles they divide packings, will be corn the production of the automobiles of an increase in the packing of interior and cubic efforts in THE EFFORT, the motions of the inch of cubes, it fastens it does not throw gigantic."
Posts: 334 | Registered: Friday, September 14 2007 07:00
in Blades of Exile
Shock Trooper
Member # 10488
Profile #8
Well, I decided to add it to the list in my first post. But I don't think OS integration is a priority here - the game uses a custom dialog engine, so the only titlebars will be OS dependent. (The game window and the map window titlebars). Although I've noticed that on Windows the dialogs also have titlebars.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Character Editor help in Blades of Avernum
Shock Trooper
Member # 10488
Profile #2
Or if the game becomes unregistered and you have the CD, simply reinstall.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Beta Call: Blades Forge in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #19
How long before the beta stage is over (roughly)?
Posts: 334 | Registered: Friday, September 14 2007 07:00
in Blades of Exile
Shock Trooper
Member # 10488
Profile #4
Exile III was ported to Linux, so it may be possible. In the meantime, it runs well enough under WINE.

[ Saturday, November 10, 2007 06:30: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
in Blades of Exile
Shock Trooper
Member # 10488
Profile #2
I think that files with an exs extension should be opened in the BoE scenario editor when double-clicked, and also under drag and drop. Currently the editor just ignores these things at launch.
Posts: 334 | Registered: Friday, September 14 2007 07:00
I have to wonder... in Blades of Exile
Shock Trooper
Member # 10488
Profile #2
If you make your BoE scenario and it interests me, I will play it. I still plan to create some BoE scenarios myself. Although I think BoA has many improvements, there are still things I prefer about BoE - for example, party size and spell repertoire.
Posts: 334 | Registered: Friday, September 14 2007 07:00
New version of the Mac 3D Editor in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #4
This is wonderful! I will now be able to find the right item and monster a lot more easily! Thanks for the update!
Posts: 334 | Registered: Friday, September 14 2007 07:00
Beta Call: Blades Forge in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #3
Will this ever have BoE stuff? Because it would be nice to have all Blades (BoE and BoA) scenarios and graphics all together in one place.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Crsytals souls on A3 in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #4
Doesn't each of the Avernum Trilogy games have a few extra dungeons though?
Posts: 334 | Registered: Friday, September 14 2007 07:00
Porting between Mac and Windows in Blades of Avernum
Shock Trooper
Member # 10488
Profile #23
quote:
Originally written by Ishad Nha:

One solution to the graphics translation problem is to have Jeff do a quick patch on the Mac version of BoA.
In the unlikely event that this happens it would be wonderful (in my opinion) if he also patched the Windows version to search first in the scenario directory for built-in graphics (allowing you to make custom cave wall, mountains, or beams). The Mac version already does this (a side-effect of the Resource Manager, I think).
Posts: 334 | Registered: Friday, September 14 2007 07:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 10488
Profile #69
It's on the other list, #8 under Other Minor Changes.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Graphics and the Louvre in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #9
Would it be alright for one person to go through the various graphics repositories and submit them in a batch, or must it be done by the artist? If you have the time, you could do this yourself (and ditto for me).
Posts: 334 | Registered: Friday, September 14 2007 07:00
BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #40
But if it loads corescendata and then the custom script, why would the grass be affected when I didn't do anything to it?

Unless... the game stores the fact that one was imported from another rather than actually importing the data?

A sample of my code:
begindefinefloor 254;
import = 0;
begindefinefloor 0;
fl_icon_adjust = 656;
Then I did the same for each cave floor as well as the cave water, and the hill terrains. To fix it, I also did the same to all the grass and dry ground but this time setting it to 0. I'm not sure if it was actually needed for the dry ground though - I just assumed.
Posts: 334 | Registered: Friday, September 14 2007 07:00

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