Profile for Dahak
Field | Value |
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Displayed name | Dahak |
Member number | 148 |
Title | Infiltrator |
Postcount | 480 |
Homepage | |
Registered | Thursday, October 11 2001 07:00 |
Recent posts
Pages
Author | Recent posts |
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Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Thursday, July 22 2004 18:26
Profile
The editor does not show floors that have been adjusted using fl_floor_height_pixels -------------------- 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
|
written Thursday, July 22 2004 18:26
Profile
The editor does not show floors that have been adjusted using fl_floor_height_pixels -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Things that work in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Thursday, July 22 2004 11:57
Profile
quote:Oh, I figured out the problem a while ago. I guess I should have mentioned it. The problem was I always play with the game speed set to fast. I didn't realize that fast game speeds disable the simmer effect and animations of terrain. Whoops. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Things that work in Blades of Avernum | |
Infiltrator
Member # 148
|
written Thursday, July 22 2004 11:57
Profile
quote:Oh, I figured out the problem a while ago. I guess I should have mentioned it. The problem was I always play with the game speed set to fast. I didn't realize that fast game speeds disable the simmer effect and animations of terrain. Whoops. -------------------- 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
|
written Wednesday, July 21 2004 22:09
Profile
quote:It does NOT look like this in the game. In the game it looks normal, and the height is the same all around. A brand new town does the same thing. I put 1 cave floor on the border and I have a floor line streching inward over whatever the terrain is. I've never had this probem with Medium and Small Towns. Note: As a test, I created a new blank large town, and the problem exists still. Another bug: Imports of large towns become corrupted. This problem exists in Spiderweb's Editor and Issac's, so I will e-mail Jeff about the problem. EDIT: Never mind about the corruption. I just had to open the scenatio I import from and save the scenario while each large town was loaded in memory. I don't know only the import would corrupt, but it isn't the editor's fault. [ Wednesday, July 21, 2004 22:18: Message edited by: Dahak ] -------------------- 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
|
written Wednesday, July 21 2004 22:09
Profile
quote:It does NOT look like this in the game. In the game it looks normal, and the height is the same all around. A brand new town does the same thing. I put 1 cave floor on the border and I have a floor line streching inward over whatever the terrain is. I've never had this probem with Medium and Small Towns. Note: As a test, I created a new blank large town, and the problem exists still. Another bug: Imports of large towns become corrupted. This problem exists in Spiderweb's Editor and Issac's, so I will e-mail Jeff about the problem. EDIT: Never mind about the corruption. I just had to open the scenatio I import from and save the scenario while each large town was loaded in memory. I don't know only the import would corrupt, but it isn't the editor's fault. [ Wednesday, July 21, 2004 22:18: Message edited by: Dahak ] -------------------- 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
|
written Wednesday, July 21 2004 19:55
Profile
The true edge is about where the East marker is located. Picture: -------------------- 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
|
written Wednesday, July 21 2004 19:55
Profile
The true edge is about where the East marker is located. Picture: -------------------- 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
|
written Wednesday, July 21 2004 18:52
Profile
I meant actual edge. say I put grass at the border, and then the grass terrain will cover up the actual terrain up to about 12 squares inward. This only appears in 3D mode. -------------------- 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
|
written Wednesday, July 21 2004 18:52
Profile
I meant actual edge. say I put grass at the border, and then the grass terrain will cover up the actual terrain up to about 12 squares inward. This only appears in 3D mode. -------------------- 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
|
written Wednesday, July 21 2004 13:12
Profile
Bug: If you create a large (64x64) town and do not have pit or solid stone at the border then the terrain will strectch inward and cover up what ever terrain you have placed. I'm sorry, but it is a little hard to explain. -------------------- 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
|
written Wednesday, July 21 2004 13:12
Profile
Bug: If you create a large (64x64) town and do not have pit or solid stone at the border then the terrain will strectch inward and cover up what ever terrain you have placed. I'm sorry, but it is a little hard to explain. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Give me your opinion, please. in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Tuesday, July 20 2004 17:54
Profile
I'm working on an ineractive scenario, but trust me it get complicated quickly. I have this little flow chart that goes all over as I have to track each possible change. Also annoying since I hit a 99 dialouge node limit. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Give me your opinion, please. in Blades of Avernum | |
Infiltrator
Member # 148
|
written Tuesday, July 20 2004 17:54
Profile
I'm working on an ineractive scenario, but trust me it get complicated quickly. I have this little flow chart that goes all over as I have to track each possible change. Also annoying since I hit a 99 dialouge node limit. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Beta Call for HLPM v1.1 in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Monday, July 19 2004 09:25
Profile
I'll beta-test pat.s.j@att.net (Mac) -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Beta Call for HLPM v1.1 in Blades of Avernum | |
Infiltrator
Member # 148
|
written Monday, July 19 2004 09:25
Profile
I'll beta-test pat.s.j@att.net (Mac) -------------------- 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
|
written Sunday, July 18 2004 14:58
Profile
Is there a way to ditch the grid lines. They are very annoying (2D or 3D). -------------------- 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
|
written Sunday, July 18 2004 14:58
Profile
Is there a way to ditch the grid lines. They are very annoying (2D or 3D). -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Whats the easiest way to make BoA Graphics? in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Sunday, July 18 2004 14:56
Profile
You need to copy from a Classic app to a ResEdit. I have had the same problem. If you have Graphic Converter, check the info to if it can be opened in Classic instead of X. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Whats the easiest way to make BoA Graphics? in Blades of Avernum | |
Infiltrator
Member # 148
|
written Sunday, July 18 2004 14:56
Profile
You need to copy from a Classic app to a ResEdit. I have had the same problem. If you have Graphic Converter, check the info to if it can be opened in Classic instead of X. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Custom Terrain problem on Windows in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Sunday, July 18 2004 14:53
Profile
Try the following: The 0xC0000005 error is an access error. Likely the graphic is stored incorrectly and cannot be accessed, or is a format that cannot be properly read. Since it seems you are using the installed graphics sheet I cannot be sure what is wrong. It may be corrupt. You may also have the permissions of the file set incorrectly. Check the Security permissions of the other files and make sure yours are the same. If all else fail, try a reinstall. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Custom Terrain problem on Windows in Blades of Avernum | |
Infiltrator
Member # 148
|
written Sunday, July 18 2004 14:53
Profile
Try the following: The 0xC0000005 error is an access error. Likely the graphic is stored incorrectly and cannot be accessed, or is a format that cannot be properly read. Since it seems you are using the installed graphics sheet I cannot be sure what is wrong. It may be corrupt. You may also have the permissions of the file set incorrectly. Check the Security permissions of the other files and make sure yours are the same. If all else fail, try a reinstall. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
The Annoying Outdoors in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Thursday, July 8 2004 20:21
Profile
So? That is why the map exists. But to be able to see what is not in line of sight is a pain. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
The Annoying Outdoors in Blades of Avernum | |
Infiltrator
Member # 148
|
written Thursday, July 8 2004 20:21
Profile
So? That is why the map exists. But to be able to see what is not in line of sight is a pain. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
The Annoying Outdoors in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Thursday, July 8 2004 19:11
Profile
An interesting and annoying problem exist with the outdoors. If you cast Far Sight in a town not ALL the walls will go to the cutaway view. However if you do this outdoors then all the walls in the Far Sight radius will go and stay as cutaway view. This beginning to irk me as it makes it objects troublesome to hide. Is there anyway to make the outdoors walls behave as they did in Nethergate/Avernum(1-3). Also, does terrain (not floors) animate outdoors? I can't seem to get it to work indoors or out. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |