Profile for Spidweb

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
A thought about the line number "bug". in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #3
As I've said in other threads, I can't do much with reports like this. I need the actual files that are causing the error, instructions to reproduce it, and to be told whether it's on Mac or Windows. Send the files to spidweb@spiderwebsoftware.com and I'll see what I can do.

Anyone who submits a report, also tell me what text editor you're using. It's possible that it is throwing in bonus, invisible carriage returns in there, which would muck things up.

- 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
Board Administrator
Member # 1
Profile Homepage #3
As I've said in other threads, I can't do much with reports like this. I need the actual files that are causing the error, instructions to reproduce it, and to be told whether it's on Mac or Windows. Send the files to spidweb@spiderwebsoftware.com and I'll see what I can do.

Anyone who submits a report, also tell me what text editor you're using. It's possible that it is throwing in bonus, invisible carriage returns in there, which would muck things up.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
I suppose I'm a little curious about this. I'm wondering if some weird text editor thing is putting unrecognizable characters in the script or something.

Compress the ENTIRE scenario folder (all involved files) and E-mail it to spidweb@spiderwebsoftware.com. I'll look at this.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
I suppose I'm a little curious about this. I'm wondering if some weird text editor thing is putting unrecognizable characters in the script or something.

Compress the ENTIRE scenario folder (all involved files) and E-mail it to spidweb@spiderwebsoftware.com. I'll look at this.

- 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 #0
I think I might know what the problem people are having with line numbers is.

In software and in BoA, each carriage return marks a new line. If you hit Return five times, that's five new lines.

However, if you write a bit of dialogue longer than the width of the window and the text goes down a line, that is not a new line as far as BoA is concerned. If you write a very long message_dialog command that goes down 3 lines in your text editor, that's still just one line.

And I think it is obvious that it has to be that way. After all, each text editor will display text in a different way. Only counting the number of Returns is consistent from application to application.

A solution? if this is troubling you, get a text editor that it made for writing software code. BBEdit or any development environment (Visual C, CodeWarrior) work great.

If I am misunderstanding the problem, I eagerly await clarification. If this covers it, I'll add a note to the support page.

- 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
Board Administrator
Member # 1
Profile Homepage #0
I think I might know what the problem people are having with line numbers is.

In software and in BoA, each carriage return marks a new line. If you hit Return five times, that's five new lines.

However, if you write a bit of dialogue longer than the width of the window and the text goes down a line, that is not a new line as far as BoA is concerned. If you write a very long message_dialog command that goes down 3 lines in your text editor, that's still just one line.

And I think it is obvious that it has to be that way. After all, each text editor will display text in a different way. Only counting the number of Returns is consistent from application to application.

A solution? if this is troubling you, get a text editor that it made for writing software code. BBEdit or any development environment (Visual C, CodeWarrior) work great.

If I am misunderstanding the problem, I eagerly await clarification. If this covers it, I'll add a note to the support page.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
New Blades App With Debug Enabled Available in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #0
If you go to

http://www.avernum.com/blades/scen_workshop.html

you can download a new version of the Blades of Avernum game application. The debug commands will work in this application. However, the debug commands will still cause errors in the regular versions of Blades, so they must be removed before your scenario is released.

I still have received no files I can use to reproduce the alleged bug having to do with incorrect line numbers in error messages. Such files are best sent to spidweb@spiderwebsoftware.com. Be sure to mention whether the bug shows up on Mac or Windows.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
New Blades App With Debug Enabled Available in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
If you go to

http://www.avernum.com/blades/scen_workshop.html

you can download a new version of the Blades of Avernum game application. The debug commands will work in this application. However, the debug commands will still cause errors in the regular versions of Blades, so they must be removed before your scenario is released.

I still have received no files I can use to reproduce the alleged bug having to do with incorrect line numbers in error messages. Such files are best sent to spidweb@spiderwebsoftware.com. Be sure to mention whether the bug shows up on Mac or Windows.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Debug Mode? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #2
A fix for this will be available soon. I promise.

- Jeff Voge

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Debug Mode? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #2
A fix for this will be available soon. I promise.

- Jeff Voge

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #12
"I could certainly use the MSVC++ 5 project files, if you would be kind enough to send them."

I'm afraid that this goes beyond the level of support I'm going to give for the source code. But good luck!

"I believe you have to link libmm.lib or similar to get the sound functions and thereby compile correctly."

That's probably it. The old multimedia stuff (like sound) requires a bonus library.

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

You can turn the extraneous warnings off in the project settings. I have a great fondness for CodeWarrior, but it is not perfect.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #12
"I could certainly use the MSVC++ 5 project files, if you would be kind enough to send them."

I'm afraid that this goes beyond the level of support I'm going to give for the source code. But good luck!

"I believe you have to link libmm.lib or similar to get the sound functions and thereby compile correctly."

That's probably it. The old multimedia stuff (like sound) requires a bonus library.

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

You can turn the extraneous warnings off in the project settings. I have a great fondness for CodeWarrior, but it is not perfect.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Line number problems. in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #0
If you are having problems with Blades kicking out the wrong line number for errors, send a scenario, saved game, and instructions to reproduce to spidweb@spiderwebsoftware.com. Mention whether the error shows up on Windows or Mac.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Line number problems. in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
If you are having problems with Blades kicking out the wrong line number for errors, send a scenario, saved game, and instructions to reproduce to spidweb@spiderwebsoftware.com. Mention whether the error shows up on Windows or Mac.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #8
The sound calls are straight Windows API (heck, that code is from Windows 3.1), but I forgot to put the .wav files in the editor. If you download the current version of the Windows editor, you will find the sound files in the source code folder.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #8
The sound calls are straight Windows API (heck, that code is from Windows 3.1), but I forgot to put the .wav files in the editor. If you download the current version of the Windows editor, you will find the sound files in the source code folder.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #6
I did Geneforge 2 on Visual C++ 5.0 (not 6.0). That game used exactly the same code base as the Blades editor, and it handled my pretty straight-forward C++ code just fine.

Dunno about VC6, though I must stress that all the code I write is in C++. If your compiler is not built to handle C++, you may find it counter-productive to try to compile C++ using it.

I'm finding myself glad I'm not in a position where Microsoft is proclaiming to me what C should be. :)

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #6
I did Geneforge 2 on Visual C++ 5.0 (not 6.0). That game used exactly the same code base as the Blades editor, and it handled my pretty straight-forward C++ code just fine.

Dunno about VC6, though I must stress that all the code I write is in C++. If your compiler is not built to handle C++, you may find it counter-productive to try to compile C++ using it.

I'm finding myself glad I'm not in a position where Microsoft is proclaiming to me what C should be. :)

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #2
It's just ordinary, run-o-the-mill, happy C++ code, and should run, with minimal tweaking, on any compiler suited to handle that. For example, it should only take a little poking to get it running on MS Visual C++ (which I have used in addition to CodeWarrior, with no problems).

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #2
It's just ordinary, run-o-the-mill, happy C++ code, and should run, with minimal tweaking, on any compiler suited to handle that. For example, it should only take a little poking to get it running on MS Visual C++ (which I have used in addition to CodeWarrior, with no problems).

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Map editing in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #4
"Unless the source code is made available under an OpenSource <GPL etc> type licence I wouldn't want to spend the time working on it."

Did you actually read the license that the editor is offered under? I think you will find it interesting.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Map editing in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #4
"Unless the source code is made available under an OpenSource <GPL etc> type licence I wouldn't want to spend the time working on it."

Did you actually read the license that the editor is offered under? I think you will find it interesting.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
BoA Windows Editor v1.0.2. in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #2
Que?

Bug reports are best E-mailed to me at spidweb@spiderwebsoftware.com. Not really sure what you're talking about here.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
BoA Windows Editor v1.0.2. in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #2
Que?

Bug reports are best E-mailed to me at spidweb@spiderwebsoftware.com. Not really sure what you're talking about here.

- Jeff Vogel

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Win32 game graphics formats in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
Several of these questions are explicitly answered in the chapter on custom graphics. Of course, you can use any palette in a 256 color bitmap (as a brief inspection of custom graphics included with the game or a user-made scenairo would reveal).

The bit depth thing is, however, a tpyo. You can feed the game an 8 bit or a 24 bit graphic. In the Mac version, you can also use 16 bit graphics.

- Jeff Vogel

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

Pages