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Blades of Avernum Editor Windows v1.0.3 Out in Blades of Avernum Editor
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I just put out a v1.0.3 version of the Windows editor. It fixes the problem of the terrain getting messed up when editing a sign (with the instability that follows).

The version number on the web site hasn't been updated (should be today), but the new version is there.

For editor hackers, the main change was in the procedure cd_create_dialog in dlogtool.c.

Also, I've been reading the suggestions and bugs file, and I'll post about that shortly.

- Jeff Vogel
Spiderweb Software
http://www.spiderwebsoftware.com

[ Monday, September 27, 2004 09:23: Message edited by: Spidweb ]
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Blades of Avernum Editor Windows v1.0.3 Out in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
I just put out a v1.0.3 version of the Windows editor. It fixes the problem of the terrain getting messed up when editing a sign (with the instability that follows).

The version number on the web site hasn't been updated (should be today), but the new version is there.

For editor hackers, the main change was in the procedure cd_create_dialog in dlogtool.c.

Also, I've been reading the suggestions and bugs file, and I'll post about that shortly.

- Jeff Vogel
Spiderweb Software
http://www.spiderwebsoftware.com

[ Monday, September 27, 2004 09:23: Message edited by: Spidweb ]
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Sorry but Board Purge due to disk overage. in General
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Member # 1
Profile Homepage #14
We plan to stick with our webhoster because they give us unlimited bandwidth, which is the most important feature for us since when we release a new game we push about 100GB in a month per ftp site we maintain. Magicomm seems about par, but their most expensive account still limits bandwidth to 60GB.
Mariann

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Sorry but Board Purge due to disk overage. in General
Board Administrator
Member # 1
Profile Homepage #6
General falls under the axe Sat. night for sure I can wait on the others till Monday. But the problem is our webhoster is breathing down my neck and they're not shy about shutting down the boards and ironycentral themselves. They have done it 3 times in the past with 0 warning, so I know it's not an idle threat.
As a compromise, I'll do one board a day, worst ones first, in this order:
Sat. - General
Sun- Avernum Trilogy
Mon - Exile Trilogy
Tue - Blades of Exile
Wen- Geneforge 2
Fri - Nethergate/Richard White/Subterra/Mod Board/Announcements.

Then we'll see where we are at.
Mariann

PS- Both Blades boards are safe, as is tech support.

[ Friday, August 13, 2004 08:39: Message edited by: Spidweb ]

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Sorry but Board Purge due to disk overage. in General
Board Administrator
Member # 1
Profile Homepage #0
Late SAT. night I will be purging all boards but the the Blades of Avernum boards and the Tech Support Boards. Everything that hasn't been posted to for 45 days will be removed.

This has become necessary because old board messages are taking up too much disk space. We have a limit of 500 MB for ironycentral, and we have been pushing it for months now and action must be taken before Ironycentral is shut down entirely by the webhoster.

Back up things that are close to your heart now.

Mariann,
Board Admin

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Action Points and Custom Abils. in Blades of Avernum Editor
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Member # 1
Profile Homepage #7
Came up with a much more elegant solution. As it is, deduct_ap is not meant to be used except in creature scripts. In new releases, when called in non-creature scripts, it will deduct ap from the active/selected character (who is always the one using abilities).

Adding a new call means creating a new scenario format, which means forcing everyone who wants to try custom scenarios to upgrade, which is a pain in the ass and eats up a pile of bandwidth. Not saying it won't happen, but it's a high hurdle to overcome.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Action Points and Custom Abils. in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #7
Came up with a much more elegant solution. As it is, deduct_ap is not meant to be used except in creature scripts. In new releases, when called in non-creature scripts, it will deduct ap from the active/selected character (who is always the one using abilities).

Adding a new call means creating a new scenario format, which means forcing everyone who wants to try custom scenarios to upgrade, which is a pain in the ass and eats up a pile of bandwidth. Not saying it won't happen, but it's a high hurdle to overcome.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Action Points and Custom Abils. in Blades of Avernum Editor
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Member # 1
Profile Homepage #0
One unfortunate oversight in the engine is the inability to directly affect the party's action points. The call deduct_ap only affects the creature whose script is being called. Since PCs don't have scripts, it won't work.

(Actually, in the scenario script, it works on PC 0, an undocumented, accidental feature.)

This is mainly an issue for custom abilities. To "fix" it, I was going to make custom abilities like spells and deduct 5 APs automatically. Would this more or less work?

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Action Points and Custom Abils. in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
One unfortunate oversight in the engine is the inability to directly affect the party's action points. The call deduct_ap only affects the creature whose script is being called. Since PCs don't have scripts, it won't work.

(Actually, in the scenario script, it works on PC 0, an undocumented, accidental feature.)

This is mainly an issue for custom abilities. To "fix" it, I was going to make custom abilities like spells and deduct 5 APs automatically. Would this more or less work?

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Add a utilities section to the scenario list. in Blades of Avernum Editor
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Member # 1
Profile Homepage #2
Good idea. I just sent instructions along these lines.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Add a utilities section to the scenario list. in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #2
Good idea. I just sent instructions along these lines.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Collaborative Effort? in Blades of Avernum Editor
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Member # 1
Profile Homepage #11
I'm going to write Avernum 4, and Renar-Ihrno's blast at the end of Avernum 3 will have split Erika into fifty little Erikas. All of the NPCs will be Erika. And all of the PCs. And they will all be six inches tall.

My art budget can be cut to a fraction. Delicious.

Fit THAT into your continuity! Bwa hah hah! :)

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Collaborative Effort? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #11
I'm going to write Avernum 4, and Renar-Ihrno's blast at the end of Avernum 3 will have split Erika into fifty little Erikas. All of the NPCs will be Erika. And all of the PCs. And they will all be six inches tall.

My art budget can be cut to a fraction. Delicious.

Fit THAT into your continuity! Bwa hah hah! :)

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
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Member # 1
Profile Homepage #19
Looks very cool.

Tinting is not done using system calls, but by bit by bit editing of the graphic data. It's a pain.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #19
Looks very cool.

Tinting is not done using system calls, but by bit by bit editing of the graphic data. It's a pain.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
How do you like the new header graphic? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #8
I appreciate your effort, but I'd prefer that it was removed. I'd like this forum to stay nice and fast-loading.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
How do you like the new header graphic? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #8
I appreciate your effort, but I'd prefer that it was removed. I'd like this forum to stay nice and fast-loading.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
New main application out. (line numbers fix) in Blades of Avernum Editor
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Member # 1
Profile Homepage #0
I've updated the designers' main application on the scenario workshop page. It's on revision d now. It should work much better with Windows style text file line endings.

Let me know if there are any more problems. As always, E-mail me examples (spidweb@spiderwebsoftware.com).

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
New main application out. (line numbers fix) in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
I've updated the designers' main application on the scenario workshop page. It's on revision d now. It should work much better with Windows style text file line endings.

Let me know if there are any more problems. As always, E-mail me examples (spidweb@spiderwebsoftware.com).

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
A thought about the line number "bug". in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #31
No, this all really was my bad. There was a genuine bug in there. Fix coming soon.

It just took a little time to sort the bug from other issues, that's all. And I wanted to get this sorted out before I recommended text editors.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
A thought about the line number "bug". in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #31
No, this all really was my bad. There was a genuine bug in there. Fix coming soon.

It just took a little time to sort the bug from other issues, that's all. And I wanted to get this sorted out before I recommended text editors.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
A thought about the line number "bug". in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #28
Hokay. I just put in some code that watches for Windows style line endings and adjusts for them appropriately. I'll probably upgrade the debug-version BoA soon.

However, this will do nothing for the weird situation where the given line number for the error is over twice the length of the file. I'll look at it, but that's something really odd.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00

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