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Editor edge drawing issues in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #1
I just loaded the graphic into a sheet and this code to the data script.

// Dirt - Grass
begindefinefloor 45;
clear;
fl_name = "Dirt";
fl_which_sheet = 508;
fl_which_icon = 0;
fl_ed_which_sheet = 680;
fl_ed_which_icon = 25;
begindefinefloor 46;
clear;
fl_which_sheet = 508;
fl_ed_which_sheet = 680;
fl_which_icon = 1;
fl_ed_which_icon = 26;
begindefinefloor 47;
fl_which_icon = 2;
fl_ed_which_icon = 27;
begindefinefloor 48;
fl_which_icon = 3;
fl_ed_which_icon = 28;
begindefinefloor 49;
fl_which_icon = 4;
fl_ed_which_icon = 29;
begindefinefloor 50;
fl_which_icon = 5;
fl_ed_which_icon = 30;
begindefinefloor 51;
fl_which_icon = 6;
fl_ed_which_icon = 31;
begindefinefloor 52;
fl_which_icon = 7;
fl_ed_which_icon = 32;
begindefinefloor 53;
fl_which_icon = 8;
fl_ed_which_icon = 33;
begindefinefloor 54;
fl_which_icon = 9;
fl_ed_which_icon = 34;
begindefinefloor 55;
fl_which_icon = 10;
fl_ed_which_icon = 35;
begindefinefloor 56;
fl_which_icon = 11;
fl_ed_which_icon = 36;
Edit:
The versions are - Mac OS X, Editor 1.02b5 and v1.0.3. Both have this issue.

[ Friday, October 19, 2007 20:11: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #9
quote:
Originally written by Ballad:

Erm, I've altered the default floor graphics by copying-and-pasting code from the corescendata scripts and it all seems to work fine. The dry floor all draws properly and auto-edges too.

What I'd suggest doing is copying ALL of the relevant code from the corescendata script and changing the sheet and icon numbers again, since I know for sure it works.

Wait, what!? I did the same as well for my graphics...

Still that doesn't change the outdoor and cave cliffs which are hard-coded. I could replace the sheet in Windows, but I was hoping to utilize the same resource swap as on a mac. Oh well.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #6
Editor quirk, go figure. All the water tiles are okay, but none of the dirts are. Ah well.

This need to manually replace the sheets.. It does it for everything? Background, PC, NPC, Item sheets?

I figured I could also use a custom item graphic, but since it has the same sheet ID as a default graphic it would revert to default thus preserving the item.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #4
quote:
Originally written by Dahak:

While we are talking about new features, I'd like to fix a bug:

If the designer replaces the graphics for floors 11-22 or 45-56 then the code that handles drawing the edges for cave/stone or grass/dirt instead defaults to 18 (for 11-22) and 52(for 45-56) when ever you attempt to draw with dirt or any of its edges. So instead of a nice 3x3 square you instead get a 3x3 grid of corners.



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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Alternate Dirt/Grass graphic. in Blades of Avernum
Infiltrator
Member # 148
Profile #6
I a word: Yes.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #2
Nope. That causes the editor to break.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Mac to Windows Graphic Sheets in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
Does the Windows version of BoA support graphic sheets that have the same ID# as the default graphics? Specifically, #781 and #782.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Need Opinion: Graphics in Blades of Avernum
Infiltrator
Member # 148
Profile #9
Nah, I'm good with what I got.

You're graphics look like the land is under a red sun. Dying world?

[ Monday, October 15, 2007 05:52: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Alternate Dirt/Grass graphic. in Blades of Avernum
Infiltrator
Member # 148
Profile #4
That isn't yellow grass... That is leaves atop grass. The grass is poking through.

Edit:
This thread is about the alternate dirt/grass. I just had the snapshot so you could see how it would turn out before trying it yourself.

[ Monday, October 15, 2007 05:49: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Alternate Dirt/Grass graphic. in Blades of Avernum
Infiltrator
Member # 148
Profile #0
IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/dirt_grass.png)

You can have this using that. Enjoy the alternate dirt/grass!

IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/hype3.png)

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades of Avernum Improvements in Blades of Avernum
Infiltrator
Member # 148
Profile #69
While we are talking about new features, I'd like to fix a bug:

If the designer replaces the graphics for floors 11-22 or 45-56 then the code that handles drawing the edges for cave/stone or grass/dirt instead defaults to 18 (for 11-22) and 52(for 45-56) when ever you attempt to draw with dirt or any of its edges. So instead of a nice 3x3 square you instead get a 3x3 grid of corners.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Need Opinion: Graphics in Blades of Avernum
Infiltrator
Member # 148
Profile #7
So this then?

IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/6.png) IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/4.png) IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/7.png)

[ Saturday, October 13, 2007 11:58: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Need Opinion: Graphics in Blades of Avernum
Infiltrator
Member # 148
Profile #4
Wait.. What? The original trees on original grass?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Need Opinion: Graphics in Blades of Avernum
Infiltrator
Member # 148
Profile #2
Hm.

Alternates:
IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/Picture1.png)

IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/Picture2.png)

IMAGE(http://img.photobucket.com/albums/v208/Dahak/BoA/rt/Picture3.png)

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Need Opinion: Graphics in Blades of Avernum
Infiltrator
Member # 148
Profile #0
I've been working a scenario (still) which you can get hyped about here.

The time is autumn and I'm trying to capture it. Hard to do actually. I've a snapshot on some of my test graphics and I can people to way in on what look right or what may be missing. This is only a test, not the final.
http://img.photobucket.com/albums/v208/Dahak/BoA/Picture2.png

Poll Information
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You may not view the results of this poll without voting.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
NPC Script Question in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
Okay I know that NPC's have script issues. However if you set a default script in the scendata.txt file for that creature will the script then run properly?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
The 24 Hour Contest in Blades of Avernum
Infiltrator
Member # 148
Profile #10
I know Tm asked me this and I said I would, but I've got to get going to Texas this weekend and I'll be busty for the next several weeks. Sorry I can't participate.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
how is this not working? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #1
It looks like it is the AND in the if statement. Are you sure you want to be checking that ALL those spaces are blank, or at least one?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Swamp City in The Exile Trilogy
Infiltrator
Member # 148
Profile #10
Actually the E3 Golem factory is easy. Alchemy is your friend.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Removed Feature? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #5
If you drew it up maybe it did. If you had you drew it down it would simply draw it lower.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Removed Feature? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #3
Actually I wanted to draw them lower.

Ephesos has the right idea. I used to able draw them a few pixels off. This was for versions 1.1.1 and before. Following version 1.1.2 and later this feature was removed. Grr.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Removed Feature? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
I used to be able to control the height at which a floor was drawn using fl_floor_height_pixels. Now this only affects the terrain, items, and creatures.

If there ANY way to control the height at which a floor is drawn?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades of Exile Source Code Released in Blades of Exile
Infiltrator
Member # 148
Profile #47
What would it take to add support for moving the party via the arrow keys rather than the keypad? It would help those of use with laptops.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Priest Spells in Blades of Avernum
Infiltrator
Member # 148
Profile #0
I was reading the BoA docs, and I discovered something. I didn't know exactly what all the priest spells did. Also, the docs were vague on a couple...

Move Mountains says that as you gain skill with this spell you affect different terrain types.

Huh?

Also, Radiant Shield says that above level two it provides more beneficial effects, but it doesn't say what. Does it cap out at three? Or are the benefits improving past level three?

Does Divine Restoration provide extra health at level two or three? Does boosting it past level 3 have any benefit?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades of Exile Source Code in Blades of Exile
Infiltrator
Member # 148
Profile #24
Hopefully it is C++ rather than C. It is much easier to deal with than C.

One question. We will still have to deal with resource forks won't we? Do Universal applications support resource forks or do we need to port them to another format?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00

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