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ATTN Spidweb: Kink in the Machine in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #20
Got and processed. The crash is, indeed, the one I fixed yesterday. It happens when a call gets passed too few integers. The game will handle this error much more gracefully in the future.

If you look at this line hard:

if(char_ok((char_on_spot(char_loc_x(0)), (char_loc_y(0) - 5))) == 1)

you will see a subtle error in the parenthesis. One call is not getting as many integers as it wants ...

- Jeff

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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
Board Administrator
Member # 1
Profile Homepage #20
Got and processed. The crash is, indeed, the one I fixed yesterday. It happens when a call gets passed too few integers. The game will handle this error much more gracefully in the future.

If you look at this line hard:

if(char_ok((char_on_spot(char_loc_x(0)), (char_loc_y(0) - 5))) == 1)

you will see a subtle error in the parenthesis. One call is not getting as many integers as it wants ...

- Jeff

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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
Board Administrator
Member # 1
Profile Homepage #18
Compress the scenario, a save file I can use to repro the bug, and precise instructions for how to repro the bug, and E-mail it to spidweb@spiderwebsoftware.com. I'll take a look and see if I can fix it.

- Jeff

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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
Board Administrator
Member # 1
Profile Homepage #18
Compress the scenario, a save file I can use to repro the bug, and precise instructions for how to repro the bug, and E-mail it to spidweb@spiderwebsoftware.com. I'll take a look and see if I can fix it.

- Jeff

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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
Board Administrator
Member # 1
Profile Homepage #16
I just fixed a bug which might have something to do with this. If a script had an error in which a call wasn't getting passed enough parameters, BoA would crash the next time a saved game was loaded.

Double check to make sure your script isn't giving you any errors. I know they can be easy to miss in the scrolling text.

- Jeff

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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
Board Administrator
Member # 1
Profile Homepage #16
I just fixed a bug which might have something to do with this. If a script had an error in which a call wasn't getting passed enough parameters, BoA would crash the next time a saved game was loaded.

Double check to make sure your script isn't giving you any errors. I know they can be easy to miss in the scrolling text.

- 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
Board Administrator
Member # 1
Profile Homepage #8
Some of the calls bounds check everything the designer does, and some don't. In general, though, you shouldn't be checking the terrain for non-existant spaces, modifying the inventory for non-existant characters, and so on.

- Jeff

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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
Board Administrator
Member # 1
Profile Homepage #8
Some of the calls bounds check everything the designer does, and some don't. In general, though, you shouldn't be checking the terrain for non-existant spaces, modifying the inventory for non-existant characters, and so on.

- Jeff

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
thrown missile special abilities? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
I'll see about having thrown missiles process magical ability damage properly in the next update.

- Jeff

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
thrown missile special abilities? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
I'll see about having thrown missiles process magical ability damage properly in the next update.

- Jeff

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Beta for Windows BoA about to start. in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #0
Well, actually, beta testing for Windows Blades of Avernunm has been going for 2 weeks or so, but we're about to open up our beta tester application form for a clump of new Windows testers. I'd like some experienced editor hands in on it, so if you're interested, watch the form.

Bear in mind that beta testers can't be in the scenario design contest.

- Jeff

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Beta for Windows BoA about to start. in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
Well, actually, beta testing for Windows Blades of Avernunm has been going for 2 weeks or so, but we're about to open up our beta tester application form for a clump of new Windows testers. I'd like some experienced editor hands in on it, so if you're interested, watch the form.

Bear in mind that beta testers can't be in the scenario design contest.

- Jeff

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Does fl_blocked work? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #2
"You are exiting the town and coming back to test, aren't you? I've found you definitely have to do that if you're changing the blocked/not blocked status of terrains/floors. "

This could very well be the problem. The game keeps track of what spaces are blocked in an array, and it doesn't constantly recalculate it for obvious performance reasons.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Does fl_blocked work? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #2
"You are exiting the town and coming back to test, aren't you? I've found you definitely have to do that if you're changing the blocked/not blocked status of terrains/floors. "

This could very well be the problem. The game keeps track of what spaces are blocked in an array, and it doesn't constantly recalculate it for obvious performance reasons.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
te_can_look_at strangeness in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
That seems peculiar. Not sure why the extra height would affect it. Try commenting out the lines that add the second icon, and see if it starts to work.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
te_can_look_at strangeness in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
That seems peculiar. Not sure why the extra height would affect it. Try commenting out the lines that add the second icon, and see if it starts to work.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
are cloaks not "equipped"? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
This call is indeed broken. It will be unbroken for the new scenario format.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
are cloaks not "equipped"? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
This call is indeed broken. It will be unbroken for the new scenario format.

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
BoA editor 1.0.1 pdf doc up to date? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #5
The .pdf will be updated far less often than the .doc because making .pdf files is a pain in the ass. You can't edit them like you can edit text. :(

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
BoA editor 1.0.1 pdf doc up to date? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #5
The .pdf will be updated far less often than the .doc because making .pdf files is a pain in the ass. You can't edit them like you can edit text. :(

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
easier way to do this? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
This seems real close to how I wanted the glowing green gates in VoDT to work. Item. Use it. Checks for nearby terrain that crumbles/opens/changes and alters it.

May take a little kludging to get it to also affect other terrain types you want to crumble (namely, checking for them one by one). I promised that the editor would be powerful, not elegant. :)

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
easier way to do this? in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
This seems real close to how I wanted the glowing green gates in VoDT to work. Item. Use it. Checks for nearby terrain that crumbles/opens/changes and alters it.

May take a little kludging to get it to also affect other terrain types you want to crumble (namely, checking for them one by one). I promised that the editor would be powerful, not elegant. :)

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
is there no way... in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
This is an odd one. I have never had any problem at all with items I placed in a town in the editor not being there.

Try loading a save file from before you ever enter the town with the missing items, enter the town, and see if the items are there then. Preset items in a town are only ever placed the very first tiem you enter the town.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
is there no way... in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
This is an odd one. I have never had any problem at all with items I placed in a town in the editor not being there.

Try loading a save file from before you ever enter the town with the missing items, enter the town, and see if the items are there then. Preset items in a town are only ever placed the very first tiem you enter the town.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
item special abilities bug? in Blades of Avernum Editor
Board Administrator
Member # 1
Profile Homepage #1
Damn it! I know I added this to the Docs, but it's not there now. Must have lost it in a crash. Added this to custom items ...

"Some active abilities are spells or require targeting a foe. An item can only have one such ability. If it has more than one, only the last one will take effect."

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

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