Profile for Spidweb
Field | Value |
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Displayed name | Spidweb |
Member number | 1 |
Title | Board Administrator |
Postcount | 960 |
Homepage | http://www.spiderwebsoftware.com |
Registered | Tuesday, September 18 2001 07:00 |
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Author | Recent posts |
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An insult to the Vahnatai - "Soul Crystals" in Blades of Avernum Editor | |
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written Thursday, June 3 2004 14:00
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"Erm, speaking as an ignorant non-programmer type, shouldn't you include in the patch all of the files that were changed from the old version, including (if necessary) the corescendata files?" Not if the only thing that was fixed was one tpyo. I don't feel the added confusion was worth the benefit. You may feel differently, but you don't have to do my tech support. :) -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
An insult to the Vahnatai - "Soul Crystals" in Blades of Avernum | |
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written Thursday, June 3 2004 14:00
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"Erm, speaking as an ignorant non-programmer type, shouldn't you include in the patch all of the files that were changed from the old version, including (if necessary) the corescendata files?" Not if the only thing that was fixed was one tpyo. I don't feel the added confusion was worth the benefit. You may feel differently, but you don't have to do my tech support. :) -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
An insult to the Vahnatai - "Soul Crystals" in Blades of Avernum Editor | |
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written Thursday, June 3 2004 13:32
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This was actually fixed in Mac v1.0.1 (or maybe v1.1, not sure, but definitely Windows v1.0), though since the core data files are not replaced in the patch, the problem will remain on patched v1.0 installations. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
An insult to the Vahnatai - "Soul Crystals" in Blades of Avernum | |
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written Thursday, June 3 2004 13:32
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This was actually fixed in Mac v1.0.1 (or maybe v1.1, not sure, but definitely Windows v1.0), though since the core data files are not replaced in the patch, the problem will remain on patched v1.0 installations. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAJOR Spiderweb News. in Blades of Avernum Editor | |
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written Monday, May 31 2004 13:06
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"But I found another bug in DwtD, that was not there in v 1.0: I couldn't fulfill anymore Helm's task to find a secret entry to the castle. He does not react when I come back to tell him. Well, it's a side quest anyway." His prompt when the msision is done is mistakenly buried one or two questions down, but it's there. It'll be fixed in future versions. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAJOR Spiderweb News. in Blades of Avernum | |
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written Monday, May 31 2004 13:06
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"But I found another bug in DwtD, that was not there in v 1.0: I couldn't fulfill anymore Helm's task to find a secret entry to the castle. He does not react when I come back to tell him. Well, it's a side quest anyway." His prompt when the msision is done is mistakenly buried one or two questions down, but it's there. It'll be fixed in future versions. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAJOR Spiderweb News. in Blades of Avernum Editor | |
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written Friday, May 28 2004 13:24
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The link to the patched app will be up soon. It'll be at http://www.spiderwebsoftware.com/newstuff.shtml - Jeff Vogel -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAJOR Spiderweb News. in Blades of Avernum | |
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written Friday, May 28 2004 13:24
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The link to the patched app will be up soon. It'll be at http://www.spiderwebsoftware.com/newstuff.shtml - Jeff Vogel -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAJOR Spiderweb News. in Blades of Avernum Editor | |
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written Friday, May 28 2004 12:06
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Lots of big news for scenario making people. i. The Windows version should be out next week. ii. Macintosh Editor v1.1 is out, as is the beta patch for the application to v1.1. IMPORTANT - Scenarios made with the v1.1 editor will not be usable with older versions of Blades of Avernum. It's up to a new scenario version, because of all the changes. A pile of new calls are in the new version. Better string manipulation. get_energy. And all the calls that didn't work at all should work now. I also tried to tweak a lot of things that weren't working that I thought should. When you use a custom ability which takes all your action points, your turn should end. When you talk to someone and just go into shop mode, you should exit talk mode correctly. If you get the new editor and v1.1 patch and try the new calls out, please drop me a note at spidweb@spiderwebsoftware.com letting me know how it goes (work or not). If there are problems, it is much better to nail them quickly, since they'll be in the Windows version too. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAJOR Spiderweb News. in Blades of Avernum | |
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written Friday, May 28 2004 12:06
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Lots of big news for scenario making people. i. The Windows version should be out next week. ii. Macintosh Editor v1.1 is out, as is the beta patch for the application to v1.1. IMPORTANT - Scenarios made with the v1.1 editor will not be usable with older versions of Blades of Avernum. It's up to a new scenario version, because of all the changes. A pile of new calls are in the new version. Better string manipulation. get_energy. And all the calls that didn't work at all should work now. I also tried to tweak a lot of things that weren't working that I thought should. When you use a custom ability which takes all your action points, your turn should end. When you talk to someone and just go into shop mode, you should exit talk mode correctly. If you get the new editor and v1.1 patch and try the new calls out, please drop me a note at spidweb@spiderwebsoftware.com letting me know how it goes (work or not). If there are problems, it is much better to nail them quickly, since they'll be in the Windows version too. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
A modest proposal in Blades of Avernum Editor | |
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written Thursday, May 27 2004 13:05
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I get E-mails of the sort, "I spent a few hours making up an idea. Now I will let you spend hundreds of hours doing the tough, grinding, painful work of bringing it into reality," all the time. My response is always a very brief, very polite No. Idea is 1%. Implementation is 99%. Of course, in your case, you are offering to do much more than 1%. You are offering to write dialogue, for example (FAR from a trivial job). But you need to find someone who will gamble a lot of hours on you following up on that big job, without knowing you. This will not be easy. - Jeff Vogel [ Thursday, May 27, 2004 13:07: Message edited by: Spidweb ] -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
A modest proposal in Blades of Avernum | |
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written Thursday, May 27 2004 13:05
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I get E-mails of the sort, "I spent a few hours making up an idea. Now I will let you spend hundreds of hours doing the tough, grinding, painful work of bringing it into reality," all the time. My response is always a very brief, very polite No. Idea is 1%. Implementation is 99%. Of course, in your case, you are offering to do much more than 1%. You are offering to write dialogue, for example (FAR from a trivial job). But you need to find someone who will gamble a lot of hours on you following up on that big job, without knowing you. This will not be easy. - Jeff Vogel [ Thursday, May 27, 2004 13:07: Message edited by: Spidweb ] -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
ATTN SPIDWEB AND SWERS: The Pied Piper Project in General | |
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written Saturday, May 22 2004 20:16
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Trimming now. Mariann -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Alas it must be. - General Board Purge in General | |
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written Friday, May 21 2004 16:01
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I can wait for a day if you really want to archive stuff. Let's say, I will do the cleaning on Sat. night @ 10 pm in Seattle (Pacific Standard Time). Anything that is older then 45 days will be removed. -Mariann -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Alas it must be. - General Board Purge in General | |
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written Friday, May 21 2004 12:55
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Ironycentral is running very low on disk space. So I must delete some of the older topics on the General board. Anything older than 2 months will be removed tonight. The other forums will not be purged. -Mariann Krizsan Admin -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
A game programmer's point of view in Blades of Avernum Editor | |
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written Friday, May 14 2004 23:26
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"Does this mean we'll have to wait until 2010 for BoG?" Maybe not that long. We'll see how I feel in 2 or 3 years. Though I'm mostly focused right now just on making Geneforge 3 good. They're tricky games to design ... lots of factions and story paths that need to be ironed out. - Jeff Vogel -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
A game programmer's point of view in Blades of Avernum | |
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written Friday, May 14 2004 23:26
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"Does this mean we'll have to wait until 2010 for BoG?" Maybe not that long. We'll see how I feel in 2 or 3 years. Though I'm mostly focused right now just on making Geneforge 3 good. They're tricky games to design ... lots of factions and story paths that need to be ironed out. - Jeff Vogel -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
A game programmer's point of view in Blades of Avernum Editor | |
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written Friday, May 14 2004 13:53
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"The JV still gets all the money, but he doesn't need to put in nearly the effort as for a full game. (Not that I think he should stop doing it)." In all fairness, I must point out that Blades of Avernum took more work and time than a regular game. The extra work necessary to i. implement the scripting engine and make it robust enough to stand up to a decent fraction of designer desires, and ii. make everything clear enough that it's usable, and iii. document everything, was a very long, exhausting effort. Blades took more time to do than anything I've done in years, except Geneforge (which needed a whole new engine). Don't get me wrong. I'm not whining "poor me." I love my job. But please, please don't think publicly available editors are what I write when I'm slacking. There is a darn good reason why I can only pull together the energy to make one every 5 or 6 years or so. - Jeff Vogel -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
A game programmer's point of view in Blades of Avernum | |
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written Friday, May 14 2004 13:53
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"The JV still gets all the money, but he doesn't need to put in nearly the effort as for a full game. (Not that I think he should stop doing it)." In all fairness, I must point out that Blades of Avernum took more work and time than a regular game. The extra work necessary to i. implement the scripting engine and make it robust enough to stand up to a decent fraction of designer desires, and ii. make everything clear enough that it's usable, and iii. document everything, was a very long, exhausting effort. Blades took more time to do than anything I've done in years, except Geneforge (which needed a whole new engine). Don't get me wrong. I'm not whining "poor me." I love my job. But please, please don't think publicly available editors are what I write when I'm slacking. There is a darn good reason why I can only pull together the energy to make one every 5 or 6 years or so. - Jeff Vogel -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Call to put items into containers? in Blades of Avernum Editor | |
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written Thursday, May 6 2004 23:26
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My error. I forgot to change the description of that call. You can't containerize an item with a script. You can place an item in a blocked terrain type, set it as contained, and then place a container on that spot to let the party get it. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Call to put items into containers? in Blades of Avernum | |
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written Thursday, May 6 2004 23:26
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My error. I forgot to change the description of that call. You can't containerize an item with a script. You can place an item in a blocked terrain type, set it as contained, and then place a container on that spot to let the party get it. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Math Algorithm Bug in Blades of Avernum Editor | |
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written Tuesday, May 4 2004 22:48
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It's because subtraction mistakenly has equal precedence with addition, and operations are done from right to left. The first thing will be fixed, but operations will continue to be right to left. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Math Algorithm Bug in Blades of Avernum | |
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written Tuesday, May 4 2004 22:48
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It's because subtraction mistakenly has equal precedence with addition, and operations are done from right to left. The first thing will be fixed, but operations will continue to be right to left. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
ATTN Spidweb: Kink in the Machine in Blades of Avernum Editor | |
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written Tuesday, May 4 2004 14:17
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"Hehe... as such things go, once you point it out, it practically jumps off the page at you, no? But that begs the question... how the heck did it work as expected up until the game was saved and reloaded?" It's a good question. I am not sure how the script engine will work on the boundary conditions. I think that random data was being put into some of the internal variables, and that data happened to make it work. Stranger things have happened. :) - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
ATTN Spidweb: Kink in the Machine in Blades of Avernum | |
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written Tuesday, May 4 2004 14:17
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"Hehe... as such things go, once you point it out, it practically jumps off the page at you, no? But that begs the question... how the heck did it work as expected up until the game was saved and reloaded?" It's a good question. I am not sure how the script engine will work on the boundary conditions. I think that random data was being put into some of the internal variables, and that data happened to make it work. Stranger things have happened. :) - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |