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BoA Tweaks in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #3
All the same, they could be put to more use.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
BoA Tweaks in Blades of Avernum
Infiltrator
Member # 154
Profile #3
All the same, they could be put to more use.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Name my web page! in General
Infiltrator
Member # 154
Profile #11
Kelandon, if you want a site design, just AIM me. I can whip something up in a jiffy.

Anyway..

How about Keldo's Ghirkin Shop?

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Inconsistently backward.
SWOH. IM, PATF, ND.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Sir Alexander killed Internet Explorer in General
Infiltrator
Member # 154
Profile #22
1. I highly doubt you get spyware with IE. You're probably getting spyware, which is far, far different (although similarly aggrivating), and can easily be prevented by tweaking IE's security settings to prompt about ActiveX controls.

2. I'd be surprised if proxy servering actually prevented viruses.

3. Whatever/wherever your hearts are supposed to be, I see squares. Just squares.

4. I'm not going to deny it: I hate Firefox/Mozilla/anything using the same rendering engine. It just feels horrible.

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Inconsistently backward.
SWOH. IM, PATF, ND.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
BoA Tweaks in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #0
Firstly, personalities. What's the point of having a 'personality' variable if it's unused? Having to keep making the state flag higher as the more NPCs you add instead of starting at 1 for all NPCs and making the 'personality' flag make it independant is rather tiring. I think the following change is in order:

- Make not only state, but personality control which questions are displayed.

Also, what's the point of having Character IDs and Unique NPC flags if they're not used? It may be just me, but I can't see any use for them whatsoever, apart for reference purposes. Functions featuring "which_char" all seem to rely on the Creature ID shown when selecting the creature, which is decided automatically and cannot be changed: why? I figure it'd be much more flexible to make Character IDs the numbers you use for these calls.

BUT! Yes, I know what you're thinking. This will make existing scenarios break. There's a solution though. Things like this:

begindialogscript;

Have an optional line, something like this that goes below it:

version 2;

To indicate something along the lines of Version 2 of the BoA Script parser.

Comments?

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
BoA Tweaks in Blades of Avernum
Infiltrator
Member # 154
Profile #0
Firstly, personalities. What's the point of having a 'personality' variable if it's unused? Having to keep making the state flag higher as the more NPCs you add instead of starting at 1 for all NPCs and making the 'personality' flag make it independant is rather tiring. I think the following change is in order:

- Make not only state, but personality control which questions are displayed.

Also, what's the point of having Character IDs and Unique NPC flags if they're not used? It may be just me, but I can't see any use for them whatsoever, apart for reference purposes. Functions featuring "which_char" all seem to rely on the Creature ID shown when selecting the creature, which is decided automatically and cannot be changed: why? I figure it'd be much more flexible to make Character IDs the numbers you use for these calls.

BUT! Yes, I know what you're thinking. This will make existing scenarios break. There's a solution though. Things like this:

begindialogscript;

Have an optional line, something like this that goes below it:

version 2;

To indicate something along the lines of Version 2 of the BoA Script parser.

Comments?

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Ideas for security mechanisms. in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #7
Keys...keycards. :)

It'd be like a portcullis, except it would require a keycard to open and close after you'd gone through it (like keys, but faster, more practical, and the re-locking behind you is automatic.)

Another interesting mechanism would be say, a vault door that required two guards to be present at opposite ends of the outer room to insert two keycards simultaneously, thereby ensuring that noone can enter the vault alone (discouraging unauthorised theft).

There's also airlocks. You could have the above mechanism, and inside the vault would be a passage, at the end being another door or something, followed by the treasure/etc.

Inside the tube would be a key/keycard-operated lever of somesort. This would close the entrance and open the end-door, and vice-versa. That way, you could only get into the actual vault if you operated the lever while in the passage, and if an intruder entered the passage, you wouldn't operate the lever, and you'd have to die to get into the actual vault. And once you'd opened the end door, the entry door would be closed and prevent further intruders until you pulled the lever again to leave.

Another mechanism could be, say, you had to flip a switch in a nearby room to open a door, or something.

[ Wednesday, June 30, 2004 08:11: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Ideas for security mechanisms. in Blades of Avernum
Infiltrator
Member # 154
Profile #7
Keys...keycards. :)

It'd be like a portcullis, except it would require a keycard to open and close after you'd gone through it (like keys, but faster, more practical, and the re-locking behind you is automatic.)

Another interesting mechanism would be say, a vault door that required two guards to be present at opposite ends of the outer room to insert two keycards simultaneously, thereby ensuring that noone can enter the vault alone (discouraging unauthorised theft).

There's also airlocks. You could have the above mechanism, and inside the vault would be a passage, at the end being another door or something, followed by the treasure/etc.

Inside the tube would be a key/keycard-operated lever of somesort. This would close the entrance and open the end-door, and vice-versa. That way, you could only get into the actual vault if you operated the lever while in the passage, and if an intruder entered the passage, you wouldn't operate the lever, and you'd have to die to get into the actual vault. And once you'd opened the end door, the entry door would be closed and prevent further intruders until you pulled the lever again to leave.

Another mechanism could be, say, you had to flip a switch in a nearby room to open a door, or something.

[ Wednesday, June 30, 2004 08:11: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
print_big_str_color() not working? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #5
I just had an idea, Spiderweb...

How about coloured text bubbles? That is, text above creature's heads, coloured?

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
print_big_str_color() not working? in Blades of Avernum
Infiltrator
Member # 154
Profile #5
I just had an idea, Spiderweb...

How about coloured text bubbles? That is, text above creature's heads, coloured?

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Betatesters wanted for BetterEditor in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #21
quote:
Originally written by Flamefiend:

You know, sometimes I think it might even be better to recode the entire thing from scratch in something properly cross-platform. Python would work well; then you could even stick a fully-fledged script/macro thing into the editor itself. (The eval function rules. :) )

Of course, that would be way too much work. Notice that I said "better", not "easier". :P

(Erm... at first I tried to type e.v.a.l.(.), without the periods, and UBB told me that the "eval" HTML tag wasn't allowed. What the? :eek: )

Isaac, he wasn't trying to use HTML. Methinks it to do with the eval...function of PHP, but filtering it out is rather stupid, considering if the board actually executed code in members posts, this board would have more security holes than could be humanely possible.

Also, Pythons speed is slower than C++. The BoA editor is already slow and clunky enough.

[ Tuesday, June 29, 2004 06:33: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Betatesters wanted for BetterEditor in Blades of Avernum
Infiltrator
Member # 154
Profile #21
quote:
Originally written by Flamefiend:

You know, sometimes I think it might even be better to recode the entire thing from scratch in something properly cross-platform. Python would work well; then you could even stick a fully-fledged script/macro thing into the editor itself. (The eval function rules. :) )

Of course, that would be way too much work. Notice that I said "better", not "easier". :P

(Erm... at first I tried to type e.v.a.l.(.), without the periods, and UBB told me that the "eval" HTML tag wasn't allowed. What the? :eek: )

Isaac, he wasn't trying to use HTML. Methinks it to do with the eval...function of PHP, but filtering it out is rather stupid, considering if the board actually executed code in members posts, this board would have more security holes than could be humanely possible.

Also, Pythons speed is slower than C++. The BoA editor is already slow and clunky enough.

[ Tuesday, June 29, 2004 06:33: Message edited by: Grey-Eyed Stranger ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
BoA Music? in General
Infiltrator
Member # 154
Profile #22
Music that does not contain any type of voice.

Mostly MIDI on my playlist, a few MP3s and OGGs though.

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Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Betatesters wanted for BetterEditor in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #12
I seriously doubt Khoth has the time to completely recode the BoA engine rendering system.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Betatesters wanted for BetterEditor in Blades of Avernum
Infiltrator
Member # 154
Profile #12
I seriously doubt Khoth has the time to completely recode the BoA engine rendering system.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Playing Sounds - idea in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #3
quote:
Originally written by spyderbytes:

Put a minus sign in front of the sound number in the call to play it.
Thanks. I skim too much. :cool:

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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 #3
quote:
Originally written by spyderbytes:

Put a minus sign in front of the sound number in the call to play it.
Thanks. I skim too much. :cool:

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
N00B Question in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #2
Perhaps right-click Jeff could make it also? That would be better..

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
N00B Question in Blades of Avernum
Infiltrator
Member # 154
Profile #2
Perhaps right-click Jeff could make it also? That would be better..

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
TIP: Static user input (a hack, but it works) in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #1
A function to get an integer entered and put it in a variable would be very nice.

Meanwhile, yeah, that's effective. A better idea might be to make it a usable item though.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
TIP: Static user input (a hack, but it works) in Blades of Avernum
Infiltrator
Member # 154
Profile #1
A function to get an integer entered and put it in a variable would be very nice.

Meanwhile, yeah, that's effective. A better idea might be to make it a usable item though.

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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 #5
Thanks!

I guess you didn't want to make 75% of players or so download the new update when it doesn't benefit them. :)

Edit: Ergh. Are you going to lecture us on debug mode every time we enter a scenario with it? Kind of tedious...

Just found a bug. Ghost mode seems to be on all the time when debug mode is on, but it should only be on when toggled using Shift-G.

Also, I think a new function is in order. Make the current Shift-M to be Shift-V (for Vision), and make Shift-M reveal the entire map (extreme Far Sight.)

Also, the 'See all monsters on automap' function..perhaps make Shift+M say whether you've turned it on or off? And maybe, say, show the coloured dots on the map, friendly NPCs in yellow, and hostile in blue..

Yet another idea..maybe make the party always hit/kill in one turn, like in BoE, when debug is on?
And why does the probability of hitting get far, far lower when debug is enabled and activated?

[ Sunday, June 27, 2004 07:43: Message edited by: Grey-Eyed Stranger ]

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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 #5
Thanks!

I guess you didn't want to make 75% of players or so download the new update when it doesn't benefit them. :)

Edit: Ergh. Are you going to lecture us on debug mode every time we enter a scenario with it? Kind of tedious...

Just found a bug. Ghost mode seems to be on all the time when debug mode is on, but it should only be on when toggled using Shift-G.

Also, I think a new function is in order. Make the current Shift-M to be Shift-V (for Vision), and make Shift-M reveal the entire map (extreme Far Sight.)

Also, the 'See all monsters on automap' function..perhaps make Shift+M say whether you've turned it on or off? And maybe, say, show the coloured dots on the map, friendly NPCs in yellow, and hostile in blue..

Yet another idea..maybe make the party always hit/kill in one turn, like in BoE, when debug is on?
And why does the probability of hitting get far, far lower when debug is enabled and activated?

[ Sunday, June 27, 2004 07:43: Message edited by: Grey-Eyed Stranger ]

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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 #19
Eugh..don't bother with commercial text editors, they're usually 95% bloat.

I reccomend the following:

Metapad (google.)
Shalom Text ( http://www.danish-shareware.dk/soft/stxt/ )

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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 #19
Eugh..don't bother with commercial text editors, they're usually 95% bloat.

I reccomend the following:

Metapad (google.)
Shalom Text ( http://www.danish-shareware.dk/soft/stxt/ )

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

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