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Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #87
Corrupt = Terrains/Floors revert to 0.

[ Wednesday, August 18, 2004 09:32: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Infiltrator
Member # 148
Profile #87
Corrupt = Terrains/Floors revert to 0.

[ Wednesday, August 18, 2004 09:32: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #79
And for non-party members?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum
Infiltrator
Member # 148
Profile #79
And for non-party members?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #75
quote:
Originally written by *i:

If the player wants to cheat, they will find a way. If the only reason for deny_spell() is really to ensure against that, then there is no reason for it. If players want to cheat, let them. It's their loss.
How about this:

deny_spell(what_spell, what_char_group, is_items, how_long)

What spell is what spell#
What_char_group means it can be any char, or a group. -1 means all chars
is_items, 0 or 1. 0 = Not for items, 1 = items too.
how_long gives a time limit. -1 means forever, 0 disables.

And yes, the whole point is to disable spells.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum
Infiltrator
Member # 148
Profile #75
quote:
Originally written by *i:

If the player wants to cheat, they will find a way. If the only reason for deny_spell() is really to ensure against that, then there is no reason for it. If players want to cheat, let them. It's their loss.
How about this:

deny_spell(what_spell, what_char_group, is_items, how_long)

What spell is what spell#
What_char_group means it can be any char, or a group. -1 means all chars
is_items, 0 or 1. 0 = Not for items, 1 = items too.
how_long gives a time limit. -1 means forever, 0 disables.

And yes, the whole point is to disable spells.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #84
quote:
Originally written by Isaac:

Strange. Do you know what you were doing, or any details that might help me? Does a dialog come up saying "The application has unexpectedly quit"? If so, can you get me the stack trace from the Console? Has this ever happened to you when doing a lot of editing and switching outdoor sector without this feature? Does it only happen in a particular scenario? What sort of properties have the scenarios it happened in have? Outdoor dimensions? Were you also editing the town, or not at all? Did you load a different town? Did you also use the Load outdoor sector from the menu? Are you using other applictions at the same time? (when running at the same time as Blades of Avernum, the only ill affect I noticed was they were both about three times slower, and that happens with the non-3D editor as well) What version of the OS are you using?

Many of these questions are possibly irrelevant, but I need information to help me track this down.

System:
10.2.8 (Soon to be 10.3.x)
0.75 GB RAM

Apps:
Finder
3D BoA Editor

Error Messages:
None

Activites:
I was scrolling from outdoor section to outdoor section. Happens if I go N, S, E, or W. Happens whether or not I made a change to the outdoors (I can load, scroll, and crash). Also corrupts the outdoor section it crashes.

Never edited towns.

Happens with 2D editor, or Realistic view.

Using Load Outdoor section does not crash. Only scrolling.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Infiltrator
Member # 148
Profile #84
quote:
Originally written by Isaac:

Strange. Do you know what you were doing, or any details that might help me? Does a dialog come up saying "The application has unexpectedly quit"? If so, can you get me the stack trace from the Console? Has this ever happened to you when doing a lot of editing and switching outdoor sector without this feature? Does it only happen in a particular scenario? What sort of properties have the scenarios it happened in have? Outdoor dimensions? Were you also editing the town, or not at all? Did you load a different town? Did you also use the Load outdoor sector from the menu? Are you using other applictions at the same time? (when running at the same time as Blades of Avernum, the only ill affect I noticed was they were both about three times slower, and that happens with the non-3D editor as well) What version of the OS are you using?

Many of these questions are possibly irrelevant, but I need information to help me track this down.

System:
10.2.8 (Soon to be 10.3.x)
0.75 GB RAM

Apps:
Finder
3D BoA Editor

Error Messages:
None

Activites:
I was scrolling from outdoor section to outdoor section. Happens if I go N, S, E, or W. Happens whether or not I made a change to the outdoors (I can load, scroll, and crash). Also corrupts the outdoor section it crashes.

Never edited towns.

Happens with 2D editor, or Realistic view.

Using Load Outdoor section does not crash. Only scrolling.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #68
void deny_spell(which_spell)

I would like to able to lock out certain spells. I could remove the spells, but then I would have to keep track of who had what, plus they could use the editor to get those levels back.

Instead I just want to disable this spell(s) so that it can't be used.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum
Infiltrator
Member # 148
Profile #68
void deny_spell(which_spell)

I would like to able to lock out certain spells. I could remove the spells, but then I would have to keep track of who had what, plus they could use the editor to get those levels back.

Instead I just want to disable this spell(s) so that it can't be used.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #81
There is an occasional bug that when you scroll from an outdoor section to another outdoor section the game will bring up the "Do you want to save before loading the next section (or something like that)" and ask for open/cancel/save. No matter what option you choose, the game will suddenly quit (but still save).

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Infiltrator
Member # 148
Profile #81
There is an occasional bug that when you scroll from an outdoor section to another outdoor section the game will bring up the "Do you want to save before loading the next section (or something like that)" and ask for open/cancel/save. No matter what option you choose, the game will suddenly quit (but still save).

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #19
I've not looked thorugh the docs for this, but I'm sure you can have multiple instances of a special item... You don't need a special item that is 1 flask, and another that is 2 flasks, and so on.

Instead you have 1, 2, 3, 4... of special item flask.. And ditto for special item empty flask.. No weight, but no worries eh?

Edit: According to docs you can give mul,tiple specials items, but only take away one (so use a loop), and check to see if they have (so 1 special item shoudl considered enough for the whole party, be it 1 or 6 peopl.. Although if you have 6 people you can accelerate the rate of water consumption...)

[ Saturday, August 14, 2004 12:40: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Infiltrator
Member # 148
Profile #19
I've not looked thorugh the docs for this, but I'm sure you can have multiple instances of a special item... You don't need a special item that is 1 flask, and another that is 2 flasks, and so on.

Instead you have 1, 2, 3, 4... of special item flask.. And ditto for special item empty flask.. No weight, but no worries eh?

Edit: According to docs you can give mul,tiple specials items, but only take away one (so use a loop), and check to see if they have (so 1 special item shoudl considered enough for the whole party, be it 1 or 6 peopl.. Although if you have 6 people you can accelerate the rate of water consumption...)

[ Saturday, August 14, 2004 12:40: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #14
Oh. So that is why. The problem is if (23,24) is much lower than (23,25) and (23,25) is floor 225, then 23,24 is drawn partly shown over (23,25).

(because (23,25) is so high it blocks what should be "seen" from (23,24))

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum
Infiltrator
Member # 148
Profile #14
Oh. So that is why. The problem is if (23,24) is much lower than (23,25) and (23,25) is floor 225, then 23,24 is drawn partly shown over (23,25).

(because (23,25) is so high it blocks what should be "seen" from (23,24))

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Inner Sea in Blades of Avernum
Infiltrator
Member # 148
Profile #23
Maybe there is really really deep ocean that connects to the caves (ie underwater). The water mixes, the surface evaporates, it rains, water filters down? Maybe where Avernum is geographically located (in relation to the surface) has several holes and a heavy monsoon season. Water pours in. Maybe Avernum is under an ocean and the rocks filter the ocean seepage.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #12
One of my problems is how BoA draw grahpics.
1) If the terrain difference does not exist: don't draw cliffs.

No way around except to use auxiallary graphics (see the 3 floor looking icons on the water?)

2) Sometimes graphics will "shine through" another graphics. Something about how it knows when Graphic A should cover Graphic B. I've yet to figure all the rules, but it annoying at times.

The south corner is an example. If I use walls, the water shines through, so I use darkness. Like I said earlier, I'm going to try a blank cutaway view.

EDIT:

Blank Cutaway...

IMAGE(http://img.photobucket.com/albums/v208/Dahak/bestClue.jpg)

[ Friday, August 13, 2004 12:06: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum
Infiltrator
Member # 148
Profile #12
One of my problems is how BoA draw grahpics.
1) If the terrain difference does not exist: don't draw cliffs.

No way around except to use auxiallary graphics (see the 3 floor looking icons on the water?)

2) Sometimes graphics will "shine through" another graphics. Something about how it knows when Graphic A should cover Graphic B. I've yet to figure all the rules, but it annoying at times.

The south corner is an example. If I use walls, the water shines through, so I use darkness. Like I said earlier, I'm going to try a blank cutaway view.

EDIT:

Blank Cutaway...

IMAGE(http://img.photobucket.com/albums/v208/Dahak/bestClue.jpg)

[ Friday, August 13, 2004 12:06: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #10
quote:
Originally written by Father Heneras:

Hunh. Is that using the way I suggested? 'Cause that actually looks pretty good.
The second one? Nah.

Here are the terrains/floor details:
//Extra Tall Cliffs to hide lack of Cliffs
begindefineterrain 451;
clear;
te_which_sheet = 530;
te_which_icon = 1;
te_ed_which_sheet = 681;
te_ed_which_icon = 59;
te_second_icon = 0;
te_icon_offset_x = -118;
te_icon_offset_y = 46;
te_second_icon_offset_x = -118;
te_second_icon_offset_y = -5;

//Floating
begindefineterrain 358;
clear;
import = 165;
te_which_sheet = 531;
te_which_icon = 0;
te_suppress_floor = 0;
te_icon_offset_y = -82;
te_height_adj_pixels = 92;
begindefinefloor 142;
clear;
fl_name = "Water";
fl_which_sheet = 702;
fl_ed_which_sheet = 680;
fl_is_water = 1;
fl_fly_over = 1;
fl_out_fight_town_used = 1007;
fl_shimmers = 2;
fl_which_icon = 4;
fl_ed_which_icon = 24;
fl_floor_height_pixels = -92;
EDIT:

There are various issues when doing it my way. I've yet to try transparent graphics. I'm not sure BoA will handle them very well.

One thing I'm going to try is to make a few walls, without a cutaway view, or an emtpy cutaway.

My way:
IMAGE(http://img.photobucket.com/albums/v208/Dahak/InGameClue.jpg)
IMAGE(http://img.photobucket.com/albums/v208/Dahak/3dClue.jpg)
IMAGE(http://img.photobucket.com/albums/v208/Dahak/2DClue.jpg)

[ Saturday, August 14, 2004 12:30: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum
Infiltrator
Member # 148
Profile #10
quote:
Originally written by Father Heneras:

Hunh. Is that using the way I suggested? 'Cause that actually looks pretty good.
The second one? Nah.

Here are the terrains/floor details:
//Extra Tall Cliffs to hide lack of Cliffs
begindefineterrain 451;
clear;
te_which_sheet = 530;
te_which_icon = 1;
te_ed_which_sheet = 681;
te_ed_which_icon = 59;
te_second_icon = 0;
te_icon_offset_x = -118;
te_icon_offset_y = 46;
te_second_icon_offset_x = -118;
te_second_icon_offset_y = -5;

//Floating
begindefineterrain 358;
clear;
import = 165;
te_which_sheet = 531;
te_which_icon = 0;
te_suppress_floor = 0;
te_icon_offset_y = -82;
te_height_adj_pixels = 92;
begindefinefloor 142;
clear;
fl_name = "Water";
fl_which_sheet = 702;
fl_ed_which_sheet = 680;
fl_is_water = 1;
fl_fly_over = 1;
fl_out_fight_town_used = 1007;
fl_shimmers = 2;
fl_which_icon = 4;
fl_ed_which_icon = 24;
fl_floor_height_pixels = -92;
EDIT:

There are various issues when doing it my way. I've yet to try transparent graphics. I'm not sure BoA will handle them very well.

One thing I'm going to try is to make a few walls, without a cutaway view, or an emtpy cutaway.

My way:
IMAGE(http://img.photobucket.com/albums/v208/Dahak/InGameClue.jpg)
IMAGE(http://img.photobucket.com/albums/v208/Dahak/3dClue.jpg)
IMAGE(http://img.photobucket.com/albums/v208/Dahak/2DClue.jpg)

[ Saturday, August 14, 2004 12:30: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #7
Replace the walls with Terrain#2 (Blackness)

You may get this (best possible height using custom graphics)

IMAGE(http://img.photobucket.com/albums/v208/Dahak/float2.jpg)

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum
Infiltrator
Member # 148
Profile #7
Replace the walls with Terrain#2 (Blackness)

You may get this (best possible height using custom graphics)

IMAGE(http://img.photobucket.com/albums/v208/Dahak/float2.jpg)

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #44
day_size(ticks_per_day)

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum
Infiltrator
Member # 148
Profile #44
day_size(ticks_per_day)

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

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