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Editors' Bugs in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #6
So, there is a problem with the editors. I guess the Mac one just crahses. At least the 3D doesn't.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Editors' Bugs in Blades of Avernum
Infiltrator
Member # 148
Profile #6
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
Profile #17
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

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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
Profile #4
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 ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Editors' Bugs in Blades of Avernum
Infiltrator
Member # 148
Profile #4
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 ]

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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
Profile #2
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
Profile #2
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
Profile #0
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

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Editors' Bugs in Blades of Avernum
Infiltrator
Member # 148
Profile #0
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
Profile #6
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
Profile #6
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
Profile #0
Does anyone have or know of a list of summonable monsters and their ID?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Modern day classics in General
Infiltrator
Member # 148
Profile #47
I don't know if this is considered classic, but what about David Weber's "Honor Harrington"?

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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
Profile #13
quote:
Originally written by Thuryl:

A word of warning: back up your scenario before using Import Town. Sometimes it fails badly.
Did Jeff ever fix the Import Town bug for importing large towns? I know the 3D editor fixed it, but Jeff's?

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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
Profile #13
quote:
Originally written by Thuryl:

A word of warning: back up your scenario before using Import Town. Sometimes it fails badly.
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
Profile #0
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

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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
Profile #22
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
Profile #22
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
Profile #126
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
Profile #126
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
Profile #124
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)

//2 High Doors
begindefineterrain 421;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 10;
te_second_icon = 0;
te_cutaway_which_icon = 14;
te_cutaway_second_icon = 19;
te_ed_which_icon = 10;
te_move_block_n = 1;
te_look_block_n = 1;
te_blocks_view_n = 1;
te_draw_on_automap = 1;
te_swap_terrain = 425;
te_can_look_at = 1;
te_icon_offset_x = 18;
te_icon_offset_y = -12;
te_second_icon_offset_x = 18;
te_second_icon_offset_y = -47;
begindefineterrain 422;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 11;
te_second_icon = 1;
te_ed_which_icon = 11;
te_cutaway_which_icon = 15;
te_cutaway_second_icon = 19;
te_move_block_w = 1;
te_look_block_w = 1;
te_blocks_view_w = 1;
te_draw_on_automap = 1;
te_swap_terrain = 426;
te_can_look_at = 1;
te_icon_offset_x = -18;
te_icon_offset_y = -12;
te_second_icon_offset_x = -18;
te_second_icon_offset_y = -47;

begindefineterrain 423;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 10;
te_second_icon = 0;
te_ed_which_icon = 12;
te_cutaway_which_icon = 14;
te_cutaway_second_icon = 19;
te_move_block_s = 1;
te_look_block_s = 1;
te_blocks_view_s = 1;
te_draw_on_automap = 1;
te_swap_terrain = 427;
te_can_look_at = 1;
te_second_icon_offset_y = -35;
begindefineterrain 424;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 11;
te_second_icon = 1;
te_ed_which_icon = 13;
te_cutaway_which_icon = 15;
te_cutaway_second_icon = 19;
te_move_block_e = 1;
te_look_block_e = 1;
te_blocks_view_e = 1;
te_draw_on_automap = 1;
te_swap_terrain = 428;
te_can_look_at = 1;
te_second_icon_offset_y = -35;
begindefineterrain 425;
clear;
import = 421;
te_which_icon = 12;
te_ed_which_icon = 14;
te_cutaway_which_icon = 16;
te_full_move_block = 0;
te_full_look_block = 0;
te_swap_terrain = 421;
te_can_look_at = 1;
begindefineterrain 426;
clear;
import = 422;
te_which_icon = 13;
te_ed_which_icon = 15;
te_cutaway_which_icon = 17;
te_full_move_block = 0;
te_full_look_block = 0;
te_swap_terrain = 422;
te_can_look_at = 1;

begindefineterrain 427;
clear;
import = 16;
te_swap_terrain = 423;
begindefineterrain 428;
clear;
import = 17;
te_swap_terrain = 424;


--------------------
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
Profile #124
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)

//2 High Doors
begindefineterrain 421;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 10;
te_second_icon = 0;
te_cutaway_which_icon = 14;
te_cutaway_second_icon = 19;
te_ed_which_icon = 10;
te_move_block_n = 1;
te_look_block_n = 1;
te_blocks_view_n = 1;
te_draw_on_automap = 1;
te_swap_terrain = 425;
te_can_look_at = 1;
te_icon_offset_x = 18;
te_icon_offset_y = -12;
te_second_icon_offset_x = 18;
te_second_icon_offset_y = -47;
begindefineterrain 422;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 11;
te_second_icon = 1;
te_ed_which_icon = 11;
te_cutaway_which_icon = 15;
te_cutaway_second_icon = 19;
te_move_block_w = 1;
te_look_block_w = 1;
te_blocks_view_w = 1;
te_draw_on_automap = 1;
te_swap_terrain = 426;
te_can_look_at = 1;
te_icon_offset_x = -18;
te_icon_offset_y = -12;
te_second_icon_offset_x = -18;
te_second_icon_offset_y = -47;

begindefineterrain 423;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 10;
te_second_icon = 0;
te_ed_which_icon = 12;
te_cutaway_which_icon = 14;
te_cutaway_second_icon = 19;
te_move_block_s = 1;
te_look_block_s = 1;
te_blocks_view_s = 1;
te_draw_on_automap = 1;
te_swap_terrain = 427;
te_can_look_at = 1;
te_second_icon_offset_y = -35;
begindefineterrain 424;
clear;
te_name = "Door";
te_default_script = "altdoor";
te_which_sheet = 601;
te_ed_which_sheet = 690;
te_cutaway_which_sheet = 601;
te_which_icon = 11;
te_second_icon = 1;
te_ed_which_icon = 13;
te_cutaway_which_icon = 15;
te_cutaway_second_icon = 19;
te_move_block_e = 1;
te_look_block_e = 1;
te_blocks_view_e = 1;
te_draw_on_automap = 1;
te_swap_terrain = 428;
te_can_look_at = 1;
te_second_icon_offset_y = -35;
begindefineterrain 425;
clear;
import = 421;
te_which_icon = 12;
te_ed_which_icon = 14;
te_cutaway_which_icon = 16;
te_full_move_block = 0;
te_full_look_block = 0;
te_swap_terrain = 421;
te_can_look_at = 1;
begindefineterrain 426;
clear;
import = 422;
te_which_icon = 13;
te_ed_which_icon = 15;
te_cutaway_which_icon = 17;
te_full_move_block = 0;
te_full_look_block = 0;
te_swap_terrain = 422;
te_can_look_at = 1;

begindefineterrain 427;
clear;
import = 16;
te_swap_terrain = 423;
begindefineterrain 428;
clear;
import = 17;
te_swap_terrain = 424;


--------------------
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
Profile #122
quote:
Originally written by Thralni:

I really don't know what the game does with it, as I have the demo version of BoA (I'm going to register the game in less then a week, because I'm home on sunday). I was quite amazed to see it happening, because in Avernum 3, the town walls are very high, but windows of the guarding houses next to the gates don't show up many times on top of each other. its just one time, and the rest is just normal wall.

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
Profile #122
quote:
Originally written by Thralni:

I really don't know what the game does with it, as I have the demo version of BoA (I'm going to register the game in less then a week, because I'm home on sunday). I was quite amazed to see it happening, because in Avernum 3, the town walls are very high, but windows of the guarding houses next to the gates don't show up many times on top of each other. its just one time, and the rest is just normal wall.

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
Profile #0
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

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