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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Editors' Bugs in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Sunday, April 9 2006 08:54
Profile
So, there is a problem with the editors. I guess the Mac one just crahses. At least the 3D doesn't. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum | |
Infiltrator
Member # 148
|
written Sunday, April 9 2006 08:54
Profile
So, there is a problem with the editors. I guess the Mac one just crahses. At least the 3D doesn't. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Boa scenario's: what stage are they in now? in Blades of Avernum | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 21:19
Profile
Outdoors: Done Towns: About 3/4 done Plot: About 2/3 done Scripts: Hah! Barely started. Only linked towns. Dialouge: Hehehe! Hah! Not even started. Plotted maybe, but not started -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 21:14
Profile
Floors don't have custom scripts, do they? I know that mine do not. They have a name, sheets, and icons. An import of the floor to some other number does not reproduce this effect. I think there is an error in the editors' actual code somewhere. Try this: begindefinefloor 194; import = 0; //Cave floor Do you get the problem I describe? [ Saturday, April 08, 2006 21:15: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 21:14
Profile
Floors don't have custom scripts, do they? I know that mine do not. They have a name, sheets, and icons. An import of the floor to some other number does not reproduce this effect. I think there is an error in the editors' actual code somewhere. Try this: begindefinefloor 194; import = 0; //Cave floor Do you get the problem I describe? [ Saturday, April 08, 2006 21:15: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 20:51
Profile
No, I mean floors. Seriously. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 20:51
Profile
No, I mean floors. Seriously. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 20:14
Profile
This error occurs for both the original and the 3D editors. Floors 194, 195 acts as if you placed a sign on the floor. The original editor crashes, the 3D editor does not. These signs cannot be read in the game, but they can be edited in the editor. Strange. Does this happen to anyone else? Running: OS 10.4.5 3D Editor v1.0.2b6 Original Editor v1.1 -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Editors' Bugs in Blades of Avernum | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 20:14
Profile
This error occurs for both the original and the 3D editors. Floors 194, 195 acts as if you placed a sign on the floor. The original editor crashes, the 3D editor does not. These signs cannot be read in the game, but they can be edited in the editor. Strange. Does this happen to anyone else? Running: OS 10.4.5 3D Editor v1.0.2b6 Original Editor v1.1 -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Diagonal Movement Blocking in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 17:11
Profile
I believe that BoA boats can move in 8 directions, BoE in 4. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Diagonal Movement Blocking in Blades of Avernum | |
Infiltrator
Member # 148
|
written Saturday, April 8 2006 17:11
Profile
I believe that BoA boats can move in 8 directions, BoE in 4. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Summonable Monsters in Blades of Avernum | |
Infiltrator
Member # 148
|
written Wednesday, April 5 2006 13:04
Profile
Does anyone have or know of a list of summonable monsters and their ID? -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Modern day classics in General | |
Infiltrator
Member # 148
|
written Tuesday, March 28 2006 19:21
Profile
I don't know if this is considered classic, but what about David Weber's "Honor Harrington"? -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Custom Graphic Problems in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Sunday, March 19 2006 14:46
Profile
quote:Did Jeff ever fix the Import Town bug for importing large towns? I know the 3D editor fixed it, but Jeff's? -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Custom Graphic Problems in Blades of Avernum | |
Infiltrator
Member # 148
|
written Sunday, March 19 2006 14:46
Profile
quote:Did Jeff ever fix the Import Town bug for importing large towns? I know the 3D editor fixed it, but Jeff's? -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Geneforge Item Menu in Tech Support | |
Infiltrator
Member # 148
|
written Sunday, February 12 2006 10:07
Profile
My item menu in Geneforge does not display. All I have is this big black box. If I hit tab then it displays. However, scrolling shows no change. Any ideas? I'm running the Carbonized version of Geneforge v1.1 -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
3D Editor Crash in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Wednesday, July 27 2005 17:39
Profile
I just wish I had GarageBand. :( -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
3D Editor Crash in Blades of Avernum | |
Infiltrator
Member # 148
|
written Wednesday, July 27 2005 17:39
Profile
I just wish I had GarageBand. :( -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Orb of thralni in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 17:35
Profile
2 high door = door + wall above (looks to be 2 stories high w/ door on the first story) -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Orb of thralni in Blades of Avernum | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 17:35
Profile
2 high door = door + wall above (looks to be 2 stories high w/ door on the first story) -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Orb of thralni in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 15:21
Profile
This might need some cleaning up, but this is what I used to make 2-high doors. Can be changed for windows, cracks, or other walls. Just chage the te_which_sheet, and create a altdoor script (same as door script, but you need to add the new terrain numbers) -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Orb of thralni in Blades of Avernum | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 15:21
Profile
This might need some cleaning up, but this is what I used to make 2-high doors. Can be changed for windows, cracks, or other walls. Just chage the te_which_sheet, and create a altdoor script (same as door script, but you need to add the new terrain numbers) -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Orb of thralni in Blades of Avernum Editor | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 09:40
Profile
quote:Use a custom terrain. Only works for 2 high walls though. Copy the data from corescendata2, add a second icon and the related data. The problem is you need it for each. So different wall sets... -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Orb of thralni in Blades of Avernum | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 09:40
Profile
quote:Use a custom terrain. Only works for 2 high walls though. Copy the data from corescendata2, add a second icon and the related data. The problem is you need it for each. So different wall sets... -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Bad sounds - BoA in Tech Support | |
Infiltrator
Member # 148
|
written Tuesday, July 26 2005 09:38
Profile
When ever I pick up or set down an item in my inventory, I get the current system sound played (Mac 10.2.8). I've re-installed, but no luck. Does anyone have any ideas as to what is going on? -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |