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Missing Sounds Petition in Blades of Avernum
Infiltrator
Member # 148
Profile #0
I was going through the BoA Sounds via Resedit for my script (see bottom), and I was looking for the animal sounds that existed in BoE. It seems many of them are missing. Out of curiousity I decided to find all the BoE sounds "missing" from BoA.

As follows:
20000 Boing Up
20001 Boing Down
20003 poison cough
20004 Bottles II
20005 SFX_PlasmaExplode.cvt
20006 chomp 2
20007 gain level
20008 Untitled 7
20010 sensitive
20013 party dead c
20016 town entry
20019 swish 2 (19)
20020 yawn (20)
20021 pc dead
20022 startup music
20023 out combat
20024 priest spell (24)
20025 mage spell (25)
20026 ghost with stomach ache
20027 monster uh (27)
20028 wfall.1
20032 slay other #2 (32)
20033 slay squeal (33)
20040 thanks
20042 acid (42)
20043 petrify (43)
20044 breathe.c
20045 on.who
20046 see growl (46)
20048 splashing.c
20051 blotto
20052 phased
20053 vibrating strike
20054 scream (54)
20059 door close (59)
20060 little boom
20062 mmm.c
20065 drain (65)
20066 disease (66)
20067 huh.c
20075 cold damage.c
20076 chirp (76)
20077 chirp 2 (77)
20079 drip 2 (79)
20082 baa (82)
20085 horse Step (85)
20087 attack - bite (87)
20090 laser 2
20091 chirp 3 (91)
20092 chicken (92) c
20095 enter dungeon (95)
20097 monst.dead

I know it is easy to add sounds to the Mac version of BoA, but I do not know about the Windows version. Also, I do not feel that we are allowed to modify and distribute the sound file (we could also modify the window's sound?).

I want collect "signatures" of people who feel that the next release of BoA shoudl have these missing sounds. I know some of them (chirps, baa, thanks) would be very useful. If you think Jeff should add them, just post. Also, let others know. If I get enough responces, I'll e-mail Jeff.

Also, I wrote this script to create alternate ambient sounds. Please critique
// sound.txt - This is a terrain script that can be placed to to add realism to a town
// By: Dahak (pat.s.j@att.net)
// Please let me know of any errors.
//
// Due to the limit of terrain scripts placeable, and processor time, be careful to not abuse this.
//
// I designed this because I was having a problems with multiple background sounds.
// This works by ponly playing those sounds NEAR the party and only every 8 turns.
//
// You may it use up to 7 different sounds
// Cell 0 - 6 contains the number of a sound you specify
// Cell 7 controls the random factor. Enter a percentage (1% = 1, 100% = 100)
// When a sound is randomly picked, the random factor is applied.
// If the random factor is <= cell 7, then play picked sound.
// If you wish to make one sound more common, then enter it into multiple cells.
//
// The following is the sound list
// It is copied direct from the BoA Editor Appendix
// When entering a value in the memory cells, use number + 1.
// Therefore 'high beep', #0, is entered as 1 in a memory cell and NOT 0.
// Sounds shoudl range from 1 - 174 for the cells.
// This script DOES check, and will ignore bad values
//
// Why sound + 1? This is because the default cells are 0.
// Do you always want to edit the values?
//
// This script may be "turned off" by setting cell 7 to 0.
// This is how I switched between one background sound to another.

// Tip: You MAY play ambient sounds, but they play for so long that they may overlap.
// The effect is cool, but it may slow down the system.

// 0 - high beep
// 1 - low beep
// 2 - weapon swish 1
// 3 - cough
// 4 - magic sound (blessing)
// 5 - small explosion
// 6 - chomping noise
// 7 - magic sound (slowing)
// 8 - making a potion
// 9 - unlock click
// 10 - teleportation sound
// 11 - flying fireball
// 12 - magic sound (haste)
// 13 - party dead
// 14 - thrown missile
// 15 - cash register ding
// 16 - enter town
// 17 - poison squish
// 18 - drawing sword
// 19 - weapon swish 2
// 20 - yawn
// 21 - female human dying 1
// 22 - starting music
// 23 - outdoor combat starts
// 24 - magic sound (generic priest)
// 25 - magic sound (generic mage)
// 26 - gain level chime
// 27 - humanoid dying
// 28 - magic sound (generic beneficial)
// 29 - male human dying
// 30 - female human dying 2
// 31 - generic death
// 32 - lizard dying
// 33 - beast dying
// 34 - click
// 35 - high-pitched "Hi"
// 36 - high-pitched "Hello"
// 37 - button click
// 38 - coin hitting counter
// 39 - jingling coins
// 40 - undead dying
// 41 - failure "Ungh"
// 42 - acid hiss
// 43 - magic sound (stoning)
// 44 - breath weapon
// 45 - stone sliding on stone
// 46 - magic sound (curse)
// 47 - footstep on gravel
// 48 - magic sound (going berzerk)
// 49 - footstep 1
// 50 - footstep 2
// 51 - magic sound (shooting flames)
// 52 - magic sound (ice)
// 53 - magic sound (magic bolt)
// 54 - magic sound (lightning)
// 55 - footstep (squish)
// 56 - swallowing sound
// 57 - special encounter chime
// 58 - door opening sound 1
// 59 - door closing
// 60 - magic sound (angelic)
// 61 - magic sound (summoning boing)
// 62 - magic sound (long zap)
// 63 - "Owwww!"
// 64 - spit
// 65 - magic sound (draining)
// 66 - disease gagging
// 67 - light torch flames
// 68 - magic sound (identification peeyoop)
// 69 - sword blow 1
// 70 - sword blow 2
// 71 - pole weapon 1
// 72 - club/punch blow
// 73 - fire blow
// 74 - magic sound (fireball)
// 75 - magic sound (cold damage)
// 76 - clunk
// 77 - equip/get armor
// 78 - water drip
// 79 - slide and clunk
// 80 - equip/get weapon
// 81 - tiny poink sound
// 82 - open backpack
// 83 - close backpack
// 84 - male human dying 2
// 85 - rowing
// 86 - clawing sound
// 87 - bite sound
// 88 - slimy blow
// 89 - magic sound (magic zap)
// 90 - magic sound (laser zap)
// 91 - arrow sound
// 92 - humanoid dying
// 93 - sword sheathed
// 94 - level clunk
// 95 - long enter dungeon sound
// 96 - long yawn
// 97 - generic monster death
// 98 - missile blow
// 99 - rattling chain
// 100 - waterfall
// 101 - dropped item thud
// 102 - magic sound (big zap)
// 103 - slith dying
// 104 - magic sound (fast magic missile)
// 105 - nephilim death
// 106 - latch sound
// 107 - box opened
// 108 - crumbling rock
// 109 - magic sound (small fire boom)
// 110 - vahnatai door opening
// 111 - vahnatai killed
// 112 - magic sound (smite spell)
// 113 - talking skull 1
// 114 - talking skull 2
// 115 - talking skull 3
// 116 - horse moving
// 117 - mounting a horse
// 118 - large blow
// 119 - demon dying
// 120 - digging
// 121 - bug dying
// 122 - slime attack
// 123 - slime dying
// 124 - equip/get pole weapon
// 125 - equip/get thrown weapon
// 126 - equip/get bow
// 127 - equip/get potion
// 128 - equip scroll
// 129 - equip/get /get wand
// 130 - equip/get tool
// 131 - equip/get pants
// 132 - equip/get shield
// 133 - equip/get leather
// 134 - equip/get chain
// 135 - equip/get plate
// 136 - equip/get helm
// 137 - equip/get gloves
// 138 - equip/get boots
// 139 - equip/get cloak
// 140 - equip/get ring
// 141 - equip/get necklace
// 142 - equip/get bracelet
// 143 - equip/get arrow/bolt
// 144 - ambience - city background noise
// 145 - ambience - village background noise
// 146 - ambience - dungeon background noise (bats, hisses, fewer drops, clangs)
// 147 - ambience - machinery background noise
// 148 - ambience - outdoor, day background noise, first half
// 149 - ambience - outdoor night background noise, first half
// 150 - ambience - spooky chanting/clanking background noise
// 151 - ambience - outdoor, underground background noise (water drops)
// 152 - big explosion
// 153 - ambience - outdoor, day background noise, second half
// 154 - ambience - outdoor night background noise, second half
// 155 - ambience - winds
// 156 - ambience - creepy woods
// 157 - kick attack
// 158 - pole weapon 2
// 159 - door opening sound 2
// 160 - door opening sound 3
// 161 - meow
// 162 - odd, magical chime
// 163 - magical whoosh
// 164 - lightning strike
// 165 - magical conjuration
// 166 - blessing sound
// 167 - fiery breath weapon
// 168 - bubbly magic sound
// 169 - gassy, fiery boom
// 170 - fast, magic zap
// 171 - quick lightning zap
// 172 - moo
// 173 - dog bark

// This sound list is LIMITED in usefulness.
// I want some of the BoE (Blades of Exile) sounds incorporated for improvement
// I will contact Jeff.
// Sounds I'm hoping to get are the Baa, Chirps 1 & 2, Whinny, Horse Clop, etc

beginterrainscript;

variables;
short play_cell;
string buffer;

body;

beginstate INIT_STATE;
set_script_mode(0);
break;

beginstate START_STATE;
//Plays a random sound from cell 0 - 6
play_cell = get_ran(1, 0, 6);

//Test for invalid values, and report them
if ((get_memory_cell(play_cell) > 174) || (get_memory_cell(play_cell) < 0))
{
clear_buffer();
append_string("Invalid sound to be played in cell #");
append_number(play_cell);
append_string(" at X = ");
append_number(my_loc_x);
append_string(", Y = ");
append_number(my_loc_y);

get_buffer_text(buffer);

print_str_color(buffer, 1);

end();
}

//Determine if chosen sound is played
if ((get_memory_cell(7) != 0) && (get_ran(1,1,100) <= get_memory_cell(7)))
{
//Do not play 0 values
if (get_memory_cell(play_cell) != 0)
run_animation_sound(get_memory_cell(play_cell) - 1);
}
break;


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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Remake in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #61
One tiny little thing to be added that would be most useful. The default editor has a "Make all items NOT property" option, but no "Make all items property" option. This under the town menu.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Remake in Blades of Avernum
Infiltrator
Member # 148
Profile #61
One tiny little thing to be added that would be most useful. The default editor has a "Make all items NOT property" option, but no "Make all items property" option. This under the town menu.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Horse Graphic in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
I seem to recall someone had a made a horse "monster" graphic so that the horse could wander around. However, I cannot find it. Does anyone know of where it might be?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Horse Graphic in Blades of Avernum
Infiltrator
Member # 148
Profile #0
I seem to recall someone had a made a horse "monster" graphic so that the horse could wander around. However, I cannot find it. Does anyone know of where it might be?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
some custom gfx questions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #6
You can make appears to be 1x3 for terrains. :)

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
some custom gfx questions in Blades of Avernum
Infiltrator
Member # 148
Profile #6
You can make appears to be 1x3 for terrains. :)

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Illegal distribution on the BoAC in Blades of Avernum
Infiltrator
Member # 148
Profile #73
Edit: Nevermind. It was summarized quite nicely.

[ Friday, February 18, 2005 16:14: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Illegal distribution on the BoAC in Blades of Avernum
Infiltrator
Member # 148
Profile #68
I've been staying out of this, but now Overwhelming, you're being an idiot. All material created by Kelandon is Kelandon's noting the exception stated in the BoA editor License. No BoA editor license passage gives you the right to distribute and you do not fall under the protection of the USA fair-use doctrine.

I do not believe there exists a single US loophole for you to exploit.

While you and your country (I don't where your from) may not recognize US copyright in that country, if you use the USA in some manner to continue this action, you are held accountable under the US copyright law.

Ahem.

Overwhelming: Stop arguing.

Kelandon: May I use this as an example of International Copyright Violations via the Internet for my class? I just want to provide an example. I'll leave off names.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Scripting Questions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #3
How do you make a creature ALWAYS drop a certain item? I tried to add it via the datascript, but it is not always.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Scripting Questions in Blades of Avernum
Infiltrator
Member # 148
Profile #3
How do you make a creature ALWAYS drop a certain item? I tried to add it via the datascript, but it is not always.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Scripting Questions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
1. What is the difference in purpose between set_state(which_state) and end();

2. Are changed memory cells persistent between reloads?

3. I know we can up to 10 events, but it 10 total or 10 per day?

4. How do you determine where spawn_creature spawns?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Scripting Questions in Blades of Avernum
Infiltrator
Member # 148
Profile #0
1. What is the difference in purpose between set_state(which_state) and end();

2. Are changed memory cells persistent between reloads?

3. I know we can up to 10 events, but it 10 total or 10 per day?

4. How do you determine where spawn_creature spawns?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #75
Whatever the program is using to calculate the co-ordinates of the special encounter rectangles is off. All rectangles are created from (0,0) to (x2,y2).

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #75
Whatever the program is using to calculate the co-ordinates of the special encounter rectangles is off. All rectangles are created from (0,0) to (x2,y2).

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
help with town design in Blades of Avernum
Infiltrator
Member # 148
Profile #1
If you mean you want a W-E waterfall instead of a N-S waterfall, use an editor to do a horizontal flip of all the waterfalls graphics.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Beta-Call for Backwater Calls in Blades of Avernum
Infiltrator
Member # 148
Profile #21
I need to withdraw from Betatesting. College is too busy.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Beta-Call for Backwater Calls in Blades of Avernum
Infiltrator
Member # 148
Profile #6
Name: Dahak
E-mail address: pat dot s dot j at att dot net
Operating system (PC or Mac): Mac
What kind of party you plan on using: Whatever I choose.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Announcment! get your Player Character concept made! in Blades of Avernum
Infiltrator
Member # 148
Profile #1
We have female humans, female sliths, but no female nephils (that I can tell).

How about one?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
I need help in Blades of Avernum
Infiltrator
Member # 148
Profile #1
Have you tried magic?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Player FAQ in Blades of Avernum
Infiltrator
Member # 148
Profile #4
If you mean questions like:

Singleton or party?
Bows or Thrown?
How do I get and über powerful kiss ass party?

Then yes.

Edit:
Kick, not kiss.

Also, for the designer FAQ:

Q: Can I add a custom scenario icon.
A: No, you cannot add custom scenario icons.

Q: How do I make good towns/outdoors?
A: Practice and plan ahead.

[ Friday, January 28, 2005 22:48: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Player FAQ in Blades of Avernum
Infiltrator
Member # 148
Profile #2
Players FAQ:
Add the "special skills" and how to get them.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #57
Lighting does not match max total darkness w/ light being impossible (Lighting option #4).

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Infiltrator
Member # 148
Profile #57
Lighting does not match max total darkness w/ light being impossible (Lighting option #4).

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #53
Oh well.

As is, the editor is pretty good. Most major issues have been fixed.

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

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