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Playing Sounds - idea in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #0
How about a play_sound_in_background()? It'd work just like the current soundplaying capabilities but it wouldn't wait for it to finish before continuing with the script.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Playing Sounds - idea in Blades of Avernum
Infiltrator
Member # 154
Profile #0
How about a play_sound_in_background()? It'd work just like the current soundplaying capabilities but it wouldn't wait for it to finish before continuing with the script.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
New Blades App With Debug Enabled Available in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #2
I assume this fix will be merged into BoA main sometime?

If not, why not..if people want to cheat by putting debug-mode in the scripts, making them download another 3.3MB or so isn't neccesarily going to slow them.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
New Blades App With Debug Enabled Available in Blades of Avernum
Infiltrator
Member # 154
Profile #2
I assume this fix will be merged into BoA main sometime?

If not, why not..if people want to cheat by putting debug-mode in the scripts, making them download another 3.3MB or so isn't neccesarily going to slow them.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
A thought about the line number "bug". in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #9
Fast solution: turn off wordwrap. You can do this even in Notepad.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
A thought about the line number "bug". in Blades of Avernum
Infiltrator
Member # 154
Profile #9
Fast solution: turn off wordwrap. You can do this even in Notepad.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #11
I believe you have to link libmm.lib or similar to get the sound functions and thereby compile correctly.

And, of course, ensure the sound files exist.

Apart from that, and hundreds and hundreds of warnings about unused variables which I removed, I had no problems compiling on Metrowerks.

[ Wednesday, June 23, 2004 12:46: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Infiltrator
Member # 154
Profile #11
I believe you have to link libmm.lib or similar to get the sound functions and thereby compile correctly.

And, of course, ensure the sound files exist.

Apart from that, and hundreds and hundreds of warnings about unused variables which I removed, I had no problems compiling on Metrowerks.

[ Wednesday, June 23, 2004 12:46: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
scenario idea in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #1
Err.. first there was a 75%-summarised-compressed-loads movie called "Harry Potter and the Prizoner of Azkaban", now you want an even more compressed BoA scenario? :P

The gryffon thing is interesting, but too alike ASR.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
scenario idea in Blades of Avernum
Infiltrator
Member # 154
Profile #1
Err.. first there was a 75%-summarised-compressed-loads movie called "Harry Potter and the Prizoner of Azkaban", now you want an even more compressed BoA scenario? :P

The gryffon thing is interesting, but too alike ASR.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Is this the end? in General
Infiltrator
Member # 154
Profile #3
I think we should set up some sort of hammer over Jeff's head, connected to a string tied to a nail on the cieling. If he says the words 'Avernum 4 Released', cut the string IMAGE(tongue00.gif)

Nah, seriously. A4 would be a bad idea. It's like squashing another game in where the storyline doesn't fit.

Geneforge 3, and then..BoG?
.......................Something Completely Different?
.......................An amazing new roleplay engine?

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Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Exclamation Mark in General
Infiltrator
Member # 154
Profile #6
Uh, TGM, my display-name here used to be Exclamation Mark..why that title?

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Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #3
Really? Meh, the readme file exaggerated a little then. :P

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Infiltrator
Member # 154
Profile #3
Really? Meh, the readme file exaggerated a little then. :P

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
The Incarnations of Spiderweb Software in General
Infiltrator
Member # 154
Profile #14
Any decent forum has suitable image size controls. :rolleyes:

Also, Ikonboard and the Third Design are when I just came to spidweb (first I remember). About a week later they switched to UBB.

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Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #1
The editor was made using Metrowerks Codewarrior and as a result will likely be more likely to compile correctly on it than anything else.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Infiltrator
Member # 154
Profile #1
The editor was made using Metrowerks Codewarrior and as a result will likely be more likely to compile correctly on it than anything else.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Testing Scenarios in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #2
I'd be more than willing to test people's scenarios. Be warned, however, that I use a godparty.

E-Mail: <snuffkin-at-gmail-dot-com>
AIM: UWHugo
MSN: <uranusalien-at-devever-dot-net>

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Testing Scenarios in Blades of Avernum
Infiltrator
Member # 154
Profile #2
I'd be more than willing to test people's scenarios. Be warned, however, that I use a godparty.

E-Mail: <snuffkin-at-gmail-dot-com>
AIM: UWHugo
MSN: <uranusalien-at-devever-dot-net>

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Rookie Aboard in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #5
quote:
Originally written by GuildBoss:

Rookie question:

Is it possible to include premade characters/party and force the player to use them?

TIA

If I meet a scenario telling me to do that I totally ignore the advice.

If the scenario kills me as a result, then I can easily edit the script files and edit it out.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Rookie Aboard in Blades of Avernum
Infiltrator
Member # 154
Profile #5
quote:
Originally written by GuildBoss:

Rookie question:

Is it possible to include premade characters/party and force the player to use them?

TIA

If I meet a scenario telling me to do that I totally ignore the advice.

If the scenario kills me as a result, then I can easily edit the script files and edit it out.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
BoA editor source code missing sound files? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #4
A little note, you'll probably have an easier time compiling on Metrowerks Codewarrior, since that's what Jeff used and stuff like this takes a lot of tweaking to get working on different compilers.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
BoA editor source code missing sound files? in Blades of Avernum
Infiltrator
Member # 154
Profile #4
A little note, you'll probably have an easier time compiling on Metrowerks Codewarrior, since that's what Jeff used and stuff like this takes a lot of tweaking to get working on different compilers.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
The Incarnations of Spiderweb Software in General
Infiltrator
Member # 154
Profile #0
Just been poking around. Take a look:

http://web.archive.org/web/19970408111518/http://www.spidweb.com/index.html -- First (basic)

http://web.archive.org/web/19990418002008/http://www.spidweb.com/index.html -- The second design at it's best

http://web.archive.org/web/19991112030639/http://www.spidweb.com/index.html -- The third design, the design before now

http://web.archive.org/web/20000229034134/http://www.spidweb.com/index.html -- Jeff tries to encourage people to use a longer domain..?

http://web.archive.org/web/20000510042748/http://www.spidweb.com/ -- Site is back, but still no forums.

http://web.archive.org/web/20010302022232/http://www.spidweb.com/ -- Still no forum.

http://web.archive.org/web/20010402031314/http://spidweb.com/ -- Yaaay! The forums are here! Old Ikonboard nostalgia!

http://web.archive.org/web/20020205081150/www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi -- Spidweb switched to UBB. Somewhat ugly though.

http://web.archive.org/web/20020523233131/http://spidweb.com/ -- The new design! And Jeff decided 'forums' was the better term. IMAGE(tongue00.gif)

http://web.archive.org/web/20021004065719/www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi -- The forum starts to look a bit better.

http://web.archive.org/web/20021209052808/www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi -- Someone mucks around with the board's template.

http://web.archive.org/web/20021209052808/www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi -- Jeff is poked at to get working on BoA.

http://web.archive.org/web/20030206212652/www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi -- The forums look a lot nicer now.

http://web.archive.org/web/20030519052001/http://www.spidweb.com/index.html -- The list is hacked.

http://web.archive.org/web/20030602204817/www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi -- And the forums on the same day.

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Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
can't find graphics 2000? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #3
You know Jeff, making it say "the editor executable (.exe) is in the Data folder" would probably fix it a bit better. :)

Also, I find the placement of the Editor in the Data folder illogical. I'd rather be able to place it in the main BoA directory.

[ Thursday, June 17, 2004 01:35: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00

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