Profile for Newtfeet
Field | Value |
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Displayed name | Newtfeet |
Member number | 1505 |
Title | Warrior |
Postcount | 151 |
Homepage | |
Registered | Saturday, July 13 2002 07:00 |
Recent posts
Pages
Author | Recent posts |
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Anyone designing scenarios? in Blades of Avernum | |
Warrior
Member # 1505
|
written Friday, April 2 2004 06:17
Profile
I'm sorta designing one in my head; who knows if it will ever come to fruition. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Friday, April 2 2004 04:14
Profile
quote:This code is portable. The only problem is I need the professional version of REALbasic in order to build a Windows version. And that costs around $400, last I checked. quote:It might not, but it didn't take long to write either (10 days, more or less). If you want to make a VB version, tell me once I get a finial version. quote:And "the vast majority of people" aren't going to be using this anyway. In fact, almost every Mac out there has StuffIt Expander. quote:You don't have to. DropStuff is shareware; I haven't registered it and it hasn't expired yet. I don't think it will. [ Friday, April 02, 2004 04:16: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Friday, April 2 2004 04:14
Profile
quote:This code is portable. The only problem is I need the professional version of REALbasic in order to build a Windows version. And that costs around $400, last I checked. quote:It might not, but it didn't take long to write either (10 days, more or less). If you want to make a VB version, tell me once I get a finial version. quote:And "the vast majority of people" aren't going to be using this anyway. In fact, almost every Mac out there has StuffIt Expander. quote:You don't have to. DropStuff is shareware; I haven't registered it and it hasn't expired yet. I don't think it will. [ Friday, April 02, 2004 04:16: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Terrain beam hit type in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 15:11
Profile
From the editor docs: quote:This leads me to assume that a value of 2 will cause the beam to always be blocked. Is that correct? I'm too lazy to test it out. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Terrain beam hit type in Blades of Avernum | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 15:11
Profile
From the editor docs: quote:This leads me to assume that a value of 2 will cause the beam to always be blocked. Is that correct? I'm too lazy to test it out. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 12:48
Profile
quote:Of course. I always forget that option! quote:I know exactly what you mean. I get all these cool ideas, but they all hit the dust pretty quickly. I've never finished a program. In fact, I was hoping to add a dialogue editor in BASE 1.5 or 2.0. We'll see... [ Thursday, April 01, 2004 12:54: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 12:48
Profile
quote:Of course. I always forget that option! quote:I know exactly what you mean. I get all these cool ideas, but they all hit the dust pretty quickly. I've never finished a program. In fact, I was hoping to add a dialogue editor in BASE 1.5 or 2.0. We'll see... [ Thursday, April 01, 2004 12:54: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 10:34
Profile
quote:I'll assume you have Windows or haven't looked at the about window. BASE is written in REALbasic. I've been working on the custom terrain editor. I have some of the most general stuff implemented, and as soon as I get the General tab finished I'll release 1.0a2. I just have the crumble/beam and the special property areas left. I've also added a little note in the comments when you save a floor or terrain that tells how to use the floor/terrain in a scenario. Hopefully that will help the target audience (newbies). [ Thursday, April 01, 2004 12:07: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 10:34
Profile
quote:I'll assume you have Windows or haven't looked at the about window. BASE is written in REALbasic. I've been working on the custom terrain editor. I have some of the most general stuff implemented, and as soon as I get the General tab finished I'll release 1.0a2. I just have the crumble/beam and the special property areas left. I've also added a little note in the comments when you save a floor or terrain that tells how to use the floor/terrain in a scenario. Hopefully that will help the target audience (newbies). [ Thursday, April 01, 2004 12:07: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
What tool do you use to assist? in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 04:53
Profile
In the event that I would write a scenario, I'd use TextEdit to keep track of states, dialog nodes and SDFs. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
What tool do you use to assist? in Blades of Avernum | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 04:53
Profile
In the event that I would write a scenario, I'd use TextEdit to keep track of states, dialog nodes and SDFs. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 04:09
Profile
quote:I, for one, am glad that somewhere there is a place where Macs get higher priority. It wouldn't be impossible for me to make a Windows version; just expensive. quote:Yeah; this isn't open source. It might be when I get bored and give up ;) . Anyway, the source might not be useful; this isn't written in VB, C++, Java or Python. And what do you mean, "useless StuffIt format"? :mad: quote:Not many people do. quote:That's the entire point. Anyway, what I plan on isn't even a text editor; you would see a list of functions, choose one and drag it into the code. Then you can set the properties. No code involved. Unless, of course, you want to. Thinking on Tentacle Monster's idea: I can see adding multiple options to the special property menu and adding a node to the output file, but there are a couple of design points that prevent me: It would be massively harder to get this to open files if I have to parse a script.I can easily imagine someone wanting to do more than one thing; it could get annoying for a newbie.I don't like doing things halfway. Putting this in when I plan to make a better version later seems like wasted time to me.Several other reasons I can't think of now.Anyway, has anyone tested these files with BoA yet? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Thursday, April 1 2004 04:09
Profile
quote:I, for one, am glad that somewhere there is a place where Macs get higher priority. It wouldn't be impossible for me to make a Windows version; just expensive. quote:Yeah; this isn't open source. It might be when I get bored and give up ;) . Anyway, the source might not be useful; this isn't written in VB, C++, Java or Python. And what do you mean, "useless StuffIt format"? :mad: quote:Not many people do. quote:That's the entire point. Anyway, what I plan on isn't even a text editor; you would see a list of functions, choose one and drag it into the code. Then you can set the properties. No code involved. Unless, of course, you want to. Thinking on Tentacle Monster's idea: I can see adding multiple options to the special property menu and adding a node to the output file, but there are a couple of design points that prevent me: It would be massively harder to get this to open files if I have to parse a script.I can easily imagine someone wanting to do more than one thing; it could get annoying for a newbie.I don't like doing things halfway. Putting this in when I plan to make a better version later seems like wasted time to me.Several other reasons I can't think of now.Anyway, has anyone tested these files with BoA yet? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Wednesday, March 31 2004 18:20
Profile
quote:Most of the controls have tooltips; just move the mouse over an option and wait. I also want to add a visual picker for graphics; is that what you meant? quote:You've hit upon something I would really like to do. It probably will have to wait a while, however; it requires another whole generated script. I'll also have to think about the design... -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Wednesday, March 31 2004 18:20
Profile
quote:Most of the controls have tooltips; just move the mouse over an option and wait. I also want to add a visual picker for graphics; is that what you meant? quote:You've hit upon something I would really like to do. It probably will have to wait a while, however; it requires another whole generated script. I'll also have to think about the design... -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Wednesday, March 31 2004 16:30
Profile
quote:I liked the idea too, and it was a good way to get some programming experience. I plan to add the rest of the custom data types sometime. quote:In the subsequent major release I want to add actual script generation (not just custom objects). I also want to re-write everything; the code right now is rather sloppy. Edit: I've had another look at the custom terrain section in the docs. It's about twice as complicated as floors; expect it to take a while! At least I have some of the framework in place... [ Wednesday, March 31, 2004 17:16: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Wednesday, March 31 2004 16:30
Profile
quote:I liked the idea too, and it was a good way to get some programming experience. I plan to add the rest of the custom data types sometime. quote:In the subsequent major release I want to add actual script generation (not just custom objects). I also want to re-write everything; the code right now is rather sloppy. Edit: I've had another look at the custom terrain section in the docs. It's about twice as complicated as floors; expect it to take a while! At least I have some of the framework in place... [ Wednesday, March 31, 2004 17:16: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Wednesday, March 31 2004 16:20
Profile
BASE 1.0a2 is now available. This new version adds part of the custom terrain editor, fixes several bugs and adds a small note to the comments of a generated file explaining how to put the floor/terrain in a scenario. Download here. I've been working on a program christened Blades of Avernum Script Editor (BASE, for short). Anyway, I'd like to inflict it on you people. BASE isn't very polished. At the moment, it will only save floors and not open them. Also, I haven't actually tested the floors in the game, so I'll need your help on that. BASE runs on Mac OS X 10.1 and above. Please tell me about any bugs you notice. Ideas are also welcome. Thanks in advance! Features: Creates custom floors in a highly intuitive way.Part of the custom terrain editor has been implemented.Saved files are ready to insert into a scenario custom data script; all you need to do is change the identification number.Saved files now have a note in the comments explaining how to insert it into your scenario.Planned Features:Some way to see/list graphics already in the game without having to consult the appendices.Creating custom units and items.Grouping floors, terrain, units and items into a self-contained scenario data file.Editing objects that already exist in the game, so that extraneous data is removed from the script and the scripts will reflect future updates to BoA.A dialogue and script editor.Known Bugs:The checkmark in popup menus disappears if you de-highlight the active item in the menu.New window placement is messed up if the about window is visible. [ Friday, April 02, 2004 08:46: Message edited by: Newtfeet ] Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Script Editor 1.0a2 in Blades of Avernum | |
Warrior
Member # 1505
|
written Wednesday, March 31 2004 16:20
Profile
BASE 1.0a2 is now available. This new version adds part of the custom terrain editor, fixes several bugs and adds a small note to the comments of a generated file explaining how to put the floor/terrain in a scenario. Download here. I've been working on a program christened Blades of Avernum Script Editor (BASE, for short). Anyway, I'd like to inflict it on you people. BASE isn't very polished. At the moment, it will only save floors and not open them. Also, I haven't actually tested the floors in the game, so I'll need your help on that. BASE runs on Mac OS X 10.1 and above. Please tell me about any bugs you notice. Ideas are also welcome. Thanks in advance! Features: Creates custom floors in a highly intuitive way.Part of the custom terrain editor has been implemented.Saved files are ready to insert into a scenario custom data script; all you need to do is change the identification number.Saved files now have a note in the comments explaining how to insert it into your scenario.Planned Features:Some way to see/list graphics already in the game without having to consult the appendices.Creating custom units and items.Grouping floors, terrain, units and items into a self-contained scenario data file.Editing objects that already exist in the game, so that extraneous data is removed from the script and the scripts will reflect future updates to BoA.A dialogue and script editor.Known Bugs:The checkmark in popup menus disappears if you de-highlight the active item in the menu.New window placement is messed up if the about window is visible. [ Friday, April 02, 2004 08:46: Message edited by: Newtfeet ] Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Scenario Icons in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Monday, March 29 2004 08:03
Profile
Actually, I believe you can. Just insert the icon into the PICT resources of the .cmg file. If that doesn't make any sense, sorry. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Scenario Icons in Blades of Avernum | |
Warrior
Member # 1505
|
written Monday, March 29 2004 08:03
Profile
Actually, I believe you can. Just insert the icon into the PICT resources of the .cmg file. If that doesn't make any sense, sorry. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Khan-ti Run in Blades of Avernum | |
Warrior
Member # 1505
|
written Sunday, March 28 2004 15:02
Profile
If you mean the crypt in the beginning Za-Khazi Run, I think you can get an item that keeps you from having to pay a fee to the sliths to give you the path through the rocks. That probably answered your second question as well. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
ZKR: The Dark Maze in Blades of Avernum | |
Warrior
Member # 1505
|
written Sunday, March 28 2004 11:19
Profile
You have to kill the giants? I mean, I probably will, but is there another way around the Dark Maze? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
How to get out of the Abandoned Fort in Isle of Morrow? in Blades of Avernum | |
Warrior
Member # 1505
|
written Sunday, March 28 2004 11:17
Profile
Go down to the Icy Caves. If you don't want to kill the drake, you can negotiate with it. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Help in Sewers in Blades of Avernum | |
Warrior
Member # 1505
|
written Sunday, March 28 2004 09:45
Profile
Where are you? What scenario? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |