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Floor Types in Blades of Avernum Editor
Warrior
Member # 1505
Profile #9
Unfortunatly, that still doesn't help. What happens if I change the floor type?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum
Warrior
Member # 1505
Profile #9
Unfortunatly, that still doesn't help. What happens if I change the floor type?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #3
Give thanks to me, for I pity the poor Windows users! ;) Here are my first 20 screen shots (7.4 MB zip archive). If anyone would like to mirror these, I'd be greatful; I'd prefer not to keep them on Angelfire too long.

[ Tuesday, March 23, 2004 18:19: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #1
If I get some free time, sure. Main problem is I don't have anywhere to host them...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
First impressions of the demo in Blades of Avernum
Warrior
Member # 1505
Profile #4
Actually, I found I could train in several hostile dungeons, for some reason.

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum Editor
Warrior
Member # 1505
Profile #0
Am I right in that a strength of 11 for a posion/disease special property on a floor will have a 5 percent chance of inflicting one 11-sided die of damage? In other words, 1-11 damage? The docs say there's a base 60% chance of dealing damage, minus 5% per point of strength, and inflict a single die of damage with as many sides as the strength. That doesn't seem like a lot...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum
Warrior
Member # 1505
Profile #0
Am I right in that a strength of 11 for a posion/disease special property on a floor will have a 5 percent chance of inflicting one 11-sided die of damage? In other words, 1-11 damage? The docs say there's a base 60% chance of dealing damage, minus 5% per point of strength, and inflict a single die of damage with as many sides as the strength. That doesn't seem like a lot...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum Editor
Warrior
Member # 1505
Profile #7
Ok, cool! Unfortunately, I still don't get that "conformance" thing. It's probably something I don't need to pay much attention to, right? I'll probably know if it need it...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum
Warrior
Member # 1505
Profile #7
Ok, cool! Unfortunately, I still don't get that "conformance" thing. It's probably something I don't need to pay much attention to, right? I'll probably know if it need it...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum Editor
Warrior
Member # 1505
Profile #5
So, it's perfectly legal to use multiple types? Something can be both floor and ground at the same time? Would this actually be used for something?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum
Warrior
Member # 1505
Profile #5
So, it's perfectly legal to use multiple types? Something can be both floor and ground at the same time? Would this actually be used for something?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum Editor
Warrior
Member # 1505
Profile #2
quote:
Originally written by Drakefyre:

Do you notice how hill terrain next to grass has all sorts of angles that come naturally? That's what it means.
So, the editor makes hills next to fl_is_ground floors sloped? Then why do the docs say something similar for fl_is_water and fl_is_floor?

Also, what about the other questions?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum
Warrior
Member # 1505
Profile #2
quote:
Originally written by Drakefyre:

Do you notice how hill terrain next to grass has all sorts of angles that come naturally? That's what it means.
So, the editor makes hills next to fl_is_ground floors sloped? Then why do the docs say something similar for fl_is_water and fl_is_floor?

Also, what about the other questions?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum Editor
Warrior
Member # 1505
Profile #0
Floors have these four properties: fl_is_water, fl_is_floor, fl_is_ground and fl_is_rough. Am I right in assuming that a floor can only have one of these? None of them stack, right?

Also, what do the docs mean when they say "other terrain types will conform to it when painting terrain in the editor" about the fl_is_water, fl_is_floor and fl_is_rough properties? I don't understand that sentance...

And last (hopefully), can floors combine animation and shimmering?

[ Saturday, March 20, 2004 08:40: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum
Warrior
Member # 1505
Profile #0
Floors have these four properties: fl_is_water, fl_is_floor, fl_is_ground and fl_is_rough. Am I right in assuming that a floor can only have one of these? None of them stack, right?

Also, what do the docs mean when they say "other terrain types will conform to it when painting terrain in the editor" about the fl_is_water, fl_is_floor and fl_is_rough properties? I don't understand that sentance...

And last (hopefully), can floors combine animation and shimmering?

[ Saturday, March 20, 2004 08:40: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Messages & Script Variables in Blades of Avernum Editor
Warrior
Member # 1505
Profile #2
So, I can only count on variables staying the same in a single state (and any other states I call in that state)?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Messages & Script Variables in Blades of Avernum
Warrior
Member # 1505
Profile #2
So, I can only count on variables staying the same in a single state (and any other states I call in that state)?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Messages & Script Variables in Blades of Avernum Editor
Warrior
Member # 1505
Profile #0
When a creature/terrain script recieves a message, this is what happens, right?

The creature/terrain script receiving the message is called as usual in the normal sequence (with my_current_message = -1), then:

The same script is called (at the same state), only my_current_message is now the value of the message.

In other words, if my_current_message <> 0, I can be sure this is the second time this script has been called this turn (unless the script is on a 8-turn cycle).

Is that correct? Also, how do short variables in a script act? Do their values persist through one run of the script, until the script is reloaded, through the entire scenario, or what? What can I expect when using them?

[ Friday, March 19, 2004 18:59: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Messages &amp; Script Variables in Blades of Avernum
Warrior
Member # 1505
Profile #0
When a creature/terrain script recieves a message, this is what happens, right?

The creature/terrain script receiving the message is called as usual in the normal sequence (with my_current_message = -1), then:

The same script is called (at the same state), only my_current_message is now the value of the message.

In other words, if my_current_message <> 0, I can be sure this is the second time this script has been called this turn (unless the script is on a 8-turn cycle).

Is that correct? Also, how do short variables in a script act? Do their values persist through one run of the script, until the script is reloaded, through the entire scenario, or what? What can I expect when using them?

[ Friday, March 19, 2004 18:59: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Developer's Update in Blades of Avernum
Warrior
Member # 1505
Profile #4
Sorry for the question that I'm sure has been asked before, but where is the beta sign-up forum?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
WHOSE EXCITED!!!!!!!!!!!!!!??????? in Blades of Avernum
Warrior
Member # 1505
Profile #5
quote:
Originally written by [E.E.P.:
Karzoth]
Sadly, BOA has been slated for Q1 2004. If that's 'soon' to you, then I won't bash.
And it's, what, Q4 2003 now? Man, 2-4 months away is such a long time... :rolleyes:

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
WHOSE EXCITED!!!!!!!!!!!!!!??????? in Blades of Avernum
Warrior
Member # 1505
Profile #1
If you mean "Who's excited," then you can count me in. But if you really mean "Whose excited," then you can count me in the list of terminally confused people. Next time you want to post your raving desires for a game, at least capitalize and spell it right. ;)

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
How long? :) in Blades of Avernum
Warrior
Member # 1505
Profile #1
I doubt very much that there is or ever will be a specific release date for BoA. A bug could be discovered 2 days before the intended release that requires a major recoding, delaying BoA around a week and getting the community all riled at Jeff. So, no concrete release dates.

-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00

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