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need a hint in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #1
There are two wheels -- one opens the way to another wheel. You then have to turn this second wheel to open the gate blocking the exit.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question about turn_on_debug_mode() in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #0
I don't quite understand how to use the turn_on_debug_mode() call. In which script do you put it? The scenario script, or what? And where in the script do you put it?

EDIT: Oops! Put this topic in the wrong forum! Could the moderator please move this over to the BoA Scenario Editor forum?

Thanks!

[ Tuesday, May 18, 2004 09:26: Message edited by: Icshi ]
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question about turn_on_debug_mode() in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #0
I don't quite understand how to use the turn_on_debug_mode() call. In which script do you put it? The scenario script, or what? And where in the script do you put it?

EDIT: Oops! Put this topic in the wrong forum! Could the moderator please move this over to the BoA Scenario Editor forum?

Thanks!

[ Tuesday, May 18, 2004 09:26: Message edited by: Icshi ]
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question about turn_on_debug_mode() in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #0
I don't quite understand how to use the turn_on_debug_mode() call. In which script do you put it? The scenario script, or what? And where in the script do you put it?

EDIT: Oops! Put this topic in the wrong forum! Could the moderator please move this over to the BoA Scenario Editor forum?

Thanks!

[ Tuesday, May 18, 2004 09:26: Message edited by: Icshi ]
Posts: 907 | Registered: Monday, July 15 2002 07:00
I can't quite figure this out. in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #10
quote:
Originally written by Mmcd:

Also, it's a reasonable excuse to give Jeff more money, and lord knows he deserves it.
Amen to that!

Half the time I'm almost tempted to send in donations just out of appreciation.
Posts: 907 | Registered: Monday, July 15 2002 07:00
BoA Editor Cookbook Version 0.3 in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #3
One word, Erik:

Superwonderfulterrific!

Congradulations on improving an already excellent document!
Posts: 907 | Registered: Monday, July 15 2002 07:00
BoA Editor Cookbook Version 0.3 in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #3
One word, Erik:

Superwonderfulterrific!

Congradulations on improving an already excellent document!
Posts: 907 | Registered: Monday, July 15 2002 07:00
Saved Game Files in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #4
Yes, I've started compressing my saved game files to save on hard drive space — I still want to keep these files, but not waste the space. They do indeed compress very nicely.

That's an interesting thought about custom items, too. That's especially true when you have custom items from other scenarios, so the game would have to store that info in your saved game file.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Saved Game Files in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #4
Yes, I've started compressing my saved game files to save on hard drive space — I still want to keep these files, but not waste the space. They do indeed compress very nicely.

That's an interesting thought about custom items, too. That's especially true when you have custom items from other scenarios, so the game would have to store that info in your saved game file.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question About Custom Items in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #4
Ah. Good.

That's an excellent point. I wish I'd thought of that!
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question About Custom Items in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #4
Ah. Good.

That's an excellent point. I wish I'd thought of that!
Posts: 907 | Registered: Monday, July 15 2002 07:00
Saved Game Files in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #0
I've noticed that the saved game files for Blades of Avernum are enormous — 1.7 MB.

This is quite a change from previous Spiderweb games:

Nethergate — 321 k
Avernum — 324 k
Avernum 2 — 484 k
Avernum 3 — 940 k

(The Geneforge games, of course, have a totally different engine so I'm not bringing those saved files into this discussion.)

Obviously, the size of the saved file has to do with the size of the world in each individual game, and the total possible number of Stuff Done Flags, recording where things were dropped on which space in which town, who's dead and who's not, etc.

I'm wondering if the potentially massive size of a BoA scenario (50 by 50 outdoor squares, 200 towns, hundreds of SDFs, etc.) determines the size of the saved game files. So I'm guessing that the saved files generated by most scenarios consist mostly of 0s for the unused towns, SDFs, etc.?
Posts: 907 | Registered: Monday, July 15 2002 07:00
Saved Game Files in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #0
I've noticed that the saved game files for Blades of Avernum are enormous — 1.7 MB.

This is quite a change from previous Spiderweb games:

Nethergate — 321 k
Avernum — 324 k
Avernum 2 — 484 k
Avernum 3 — 940 k

(The Geneforge games, of course, have a totally different engine so I'm not bringing those saved files into this discussion.)

Obviously, the size of the saved file has to do with the size of the world in each individual game, and the total possible number of Stuff Done Flags, recording where things were dropped on which space in which town, who's dead and who's not, etc.

I'm wondering if the potentially massive size of a BoA scenario (50 by 50 outdoor squares, 200 towns, hundreds of SDFs, etc.) determines the size of the saved game files. So I'm guessing that the saved files generated by most scenarios consist mostly of 0s for the unused towns, SDFs, etc.?
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question About Custom Items in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #2
Okay. Thanks for sharing that. I think I understand it now.

That explains why that delicoius apple pie from "A Small Rebellion" disppeared when I went into "The Za-Khazi Run" — custom graphic.

I'm still curious about what the limit is for trans-scenario items. How many can you carry around from scenario to scenario before the game starts bumping them off? And what numbers are they assigned? (Presumably above # 499.)
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question About Custom Items in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #2
Okay. Thanks for sharing that. I think I understand it now.

That explains why that delicoius apple pie from "A Small Rebellion" disppeared when I went into "The Za-Khazi Run" — custom graphic.

I'm still curious about what the limit is for trans-scenario items. How many can you carry around from scenario to scenario before the game starts bumping them off? And what numbers are they assigned? (Presumably above # 499.)
Posts: 907 | Registered: Monday, July 15 2002 07:00
BoA Editor Cookbook -- what do you want? in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #6
Well, Erik, I've downloaded your cookbook and was very impressed by it. You do a fine job of explaining many of the editor's features in a way that is comprehensible to those of us less technically minded than we would like!

I especially liked the Defalt Terrain Graphics in the Appendix that shows what the editor's graphics look like in the end result. I've found that immensely helpful.

My requests aren't so much recipes as additional things you could put in this appendix section, so they could be easily consulted.

1. Limitations — a list of the maximum number of stains per town, characters per town, preset/special outdoor encounters, and so on. (Jeff seems to use the phrase "at most" in the docs pretty consistently when discussing maximums, so you can go through the PDFs searching for that phrase. That should save a fair bit of time.)

2. Memory Cells — A list of what all the memory cells do for doors, creatures, traps, terrain scripts, etc. It would be very handy to have all this information in a single easliy-consulted section, as it is difficult to find this info quickly in the the docs that came with the editor.

Just some ideas!

Looking forward to your updated cookbook to see what other yummy recipes you have...
Posts: 907 | Registered: Monday, July 15 2002 07:00
BoA Editor Cookbook -- what do you want? in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #6
Well, Erik, I've downloaded your cookbook and was very impressed by it. You do a fine job of explaining many of the editor's features in a way that is comprehensible to those of us less technically minded than we would like!

I especially liked the Defalt Terrain Graphics in the Appendix that shows what the editor's graphics look like in the end result. I've found that immensely helpful.

My requests aren't so much recipes as additional things you could put in this appendix section, so they could be easily consulted.

1. Limitations — a list of the maximum number of stains per town, characters per town, preset/special outdoor encounters, and so on. (Jeff seems to use the phrase "at most" in the docs pretty consistently when discussing maximums, so you can go through the PDFs searching for that phrase. That should save a fair bit of time.)

2. Memory Cells — A list of what all the memory cells do for doors, creatures, traps, terrain scripts, etc. It would be very handy to have all this information in a single easliy-consulted section, as it is difficult to find this info quickly in the the docs that came with the editor.

Just some ideas!

Looking forward to your updated cookbook to see what other yummy recipes you have...
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question About Custom Items in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #0
I'm probably overlooking something terribly obvious here, but I'm going to ask anyway.

How do custom items created for one scenario carry over into another scenario? For instance, I got Morog's Scepter in the Za-Khazi Run (whose properties are defined in the Run's scenario script), yet can bring it into other scenarios where its properties are not defined in the scenario script.

How does this work? How are the various custom items' unique numbers reconciled? Morog's Scepter is item 455 in the Run, yet item 455 in Diplomacy is the Master Pike.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Question About Custom Items in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #0
I'm probably overlooking something terribly obvious here, but I'm going to ask anyway.

How do custom items created for one scenario carry over into another scenario? For instance, I got Morog's Scepter in the Za-Khazi Run (whose properties are defined in the Run's scenario script), yet can bring it into other scenarios where its properties are not defined in the scenario script.

How does this work? How are the various custom items' unique numbers reconciled? Morog's Scepter is item 455 in the Run, yet item 455 in Diplomacy is the Master Pike.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Kilt & Bagpipes Please in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #6
quote:
Originally written by jackstraw:

The cross-check design or pattern of a kilt is not "plaid", but "tartan"; depending on how technical you want to get, the plaid is either the entire garment (the earlier version from which the kilt evolved) or the sash worn with the kilt (in the modern version).

Thanks for that interesting tidbit of information — I stand corrected. It's been a while since I've been to a Scottish festival (used to go to one in the wonderful Estes Park in Colorado, when I lived there), so I'm very rusty with such things.

By the way, these kilts will be used on the surface world. It's far in the north, though, so pretty much the same conditions under which the Scots live. So the same mystery of "who the heck got that crazy idea in a cold, damp climate?" remains unanswered...
Posts: 907 | Registered: Monday, July 15 2002 07:00
Kilt & Bagpipes Please in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #6
quote:
Originally written by jackstraw:

The cross-check design or pattern of a kilt is not "plaid", but "tartan"; depending on how technical you want to get, the plaid is either the entire garment (the earlier version from which the kilt evolved) or the sash worn with the kilt (in the modern version).

Thanks for that interesting tidbit of information — I stand corrected. It's been a while since I've been to a Scottish festival (used to go to one in the wonderful Estes Park in Colorado, when I lived there), so I'm very rusty with such things.

By the way, these kilts will be used on the surface world. It's far in the north, though, so pretty much the same conditions under which the Scots live. So the same mystery of "who the heck got that crazy idea in a cold, damp climate?" remains unanswered...
Posts: 907 | Registered: Monday, July 15 2002 07:00
Kilt & Bagpipes Please in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #3
Righto. I'm back in town and ready to receive any bagpipes and/or kilts that may be ready to be shipped hither!

icshi@earthlink.net

Many thanks.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Kilt & Bagpipes Please in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #3
Righto. I'm back in town and ready to receive any bagpipes and/or kilts that may be ready to be shipped hither!

icshi@earthlink.net

Many thanks.
Posts: 907 | Registered: Monday, July 15 2002 07:00
Kilt & Bagpipes Please in Blades of Avernum Editor
Mongolian Barbeque
Member # 1528
Profile #2
I'm in no hurry. For one thing, I'll be out of town and delinked from my internet umbilical for the next two weeks...

Besides, I can work on the plot and dialogue of the scenario WITHOUT kilt and bagpipes graphics! Imagine that!
Posts: 907 | Registered: Monday, July 15 2002 07:00
Kilt & Bagpipes Please in Blades of Avernum
Mongolian Barbeque
Member # 1528
Profile #2
I'm in no hurry. For one thing, I'll be out of town and delinked from my internet umbilical for the next two weeks...

Besides, I can work on the plot and dialogue of the scenario WITHOUT kilt and bagpipes graphics! Imagine that!
Posts: 907 | Registered: Monday, July 15 2002 07:00

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