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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Coming Soon - Blades of Avernum in Announcements | |
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written Thursday, October 9 2003 14:31
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Blades of Avernum A Fantasy Role-Playing Adventure for Macintosh and Windows Get ready for unlimited adventures. Prepare for tales of sword and sorcery in a world at war. One one side, the mighty empire that controls all known lands. On the other, determined rebels hiding in caverns far underground. Pick up a blade, take on cunning foes, and, when victory is yours, go online and download more free adventures. Or use a powerful editor to make quests of your own! Spiderweb Software announces the upcoming release of Blades of Avernum, their upcoming fantasy role-playing system for Windows and Macintosh. Blades of Avernum comes with several large, exciting adventures: In A Small Rebellion, you are sent to infiltrate and destroy a band of rebels against the Empire. The question: will you fight them, or join them? In The Valley of Dying Things, you delve deep into an enormous, abandoned school of magic, looking for the secret to a deadly plague. In The Za-Khazi Run, you rocket down a subterranean river, racing against time to reinforce a besieged fort. First, though, you must outwit the many powerful, bizarre creatures living along the route. And in Diplomacy With the Dead, you have to help a remote city deal with the powerful vampire who lives just outside town. This turns out to be much more complicated than it sounds. And, when you have won these adventures, the promise of more free fun on the net means that your journey need never end. Anyone can use Blades of Avernum's editor to make fascinating adventures with cunning characters. Deal with monsters that work together and send out patrols to hunt you. Fight deadly bosses that summon aid, flee when they're outmatched, and surprise you with all sorts of nasty tricks. Blades of Avernum is limited only by the imagination of the designers. It will be the nastiest and most clever adventure makers versus you. And you aren't going to let them win. Are you? Blades of Avernum will be available for Windows and Macintosh in early 2004. It will be $25, or $32 with a hint book. The scenario editor comes free with the game. Screenshots and more information are available at http://www.spidweb.com/avernum/blades/index.html -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Geneforge 2 Windows Beta Testers Needed in Announcements | |
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written Friday, August 22 2003 11:52
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We are about to begin Geneforge 2 Windows beta testing. If you are interested in being a beta tester please apply at http://www.spiderwebsoftware.com/testing/beta_test.html -Mariann Krizsan -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Another quick BoA Status report. in Blades of Avernum | |
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written Wednesday, August 13 2003 13:59
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Spent this afternoon adding cutscene capability. Here is a simple cutscene script. It move the party to a certain location and has them walk east a little while chatting. beginstate 32; // a sample cutscene force_view_center(28,10); set_character_facing(0,6); set_character_facing(1,6); set_character_facing(2,6); set_character_facing(3,6); relocate_character(0,28,10); relocate_character(1,27,10); relocate_character(2,26,10); relocate_character(3,25,10); text_bubble_on_char(0,"I am talking!"); force_instant_terrain_redraw(); pause(15); force_view_center(29,10); relocate_character(0,29,10); relocate_character(1,28,10); relocate_character(2,27,10); relocate_character(3,26,10); erase_text_bubbles(); text_bubble_on_char(1,"So am I!"); force_instant_terrain_redraw(); pause(15); force_view_center(30,10); relocate_character(0,30,10); relocate_character(1,29,10); relocate_character(2,28,10); relocate_character(3,27,10); erase_text_bubbles(); force_instant_terrain_redraw(); pause(15); block_entry(TRUE); break; It requires a bit of finicky placing of the individual characters, but it should be able to do most anything you will want. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
BoA Status Report! in Blades of Avernum | |
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written Tuesday, August 12 2003 14:41
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Geneforge 2 is finally out. Phew. At last I can really start to focus on Blades of Avernum. Right now, I'm working on the ability to have character which join and travel with the party. There will be two joining slots. The 2 characters can have scripts attached to them, so you can really customize their behavior. (They can have a pet puppy that runs away from any monsters, for example.) Of course, these bonus characters can't be carried from scenario to scenario. And, of course, you can have special encounters which trigger depnding on who you have with you. However, they will not act like full PCs. You can't tinker with their inventories, and you can't control them. They act according to the AI in their script. They won't gain levels. As for overall progress, I hope to have a limited beta for a few experienced scenario designers starting in the next 2-3 months. I would really like designer feedback early enough in the process to do something about it. The game itself will hopefully be out for Mac around January and Windows 2-3 months after that. That is all for now. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Geneforge 2 Save Game Problem on Macintosh OS X in Tech Support | |
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written Monday, August 11 2003 15:45
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Geneforge 2 Save Game Problem on Macintosh OS X A very small number of users have had a problem saving the game on OS X. When they try to save a game over a old saved game, several telescoping windows appear on the screen and the game freezes until they hit Return. The text area says "Game Saved", but it hasn't been. We are working on resolving this problem. Anyone who encounters it is urged to contact us so we can troubleshoot the problem. In the meantime, there is a workaround. If you open the folder Geneforge 2 Files, you will find folders called Save0, Save1, Save2, etc. If you open up one of those folders and throw away its contents, the saved game slot will be empty and you can save in it normally. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Just Released - Geneforge 2 For Mac! in Announcements | |
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written Thursday, July 24 2003 18:31
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Geneforge 2 is a fantasy role-playing epic with a science fiction twist. In Geneforge 2, you explore a huge world, choose which side you will fight for, and make your own horde of completely obedient mutant monsters. You are an apprentice Shaper. You are being given the power to create life and mold it to serve your own needs. The whole world fears and respects the Shapers. Your secrets are many, and your power is absolute. If you need a servant, you have but to create it, and it will gladly die for you. But when you and your teacher are sent on what seems to be a simple mission, things go horribly wrong. Monsters roam the countryside. Your allies turn on you. Your teacher disappears. And you find yourself in the middle of a conspiracy to use forbidden powers and overthrow Shaper rule. Many factions want your help. All have their own rewards to offer. Will you stay loyal to your people? Or will you fight to remake the world? Geneforge 2 has a huge and open storyline. You can choose your own play style. Whether you want to be a stealthy diplomat or a brutal warrior, whether you want to help the peasants or destroy their villages, this game lets you be who you want to be. You can join with any of several factions and reach dozens of different endings.When you finish the game, start over, join a different group, and experience a completely different game. No matter what you choose, Geneforge 2 offers an enormous adventure with plenty of replay value. Geneforge 2 is $25, or $32 with a hint book. Macintosh system requirements: System 8.1 or later, 30 MB free RAM, 30 MB hard drive space, 800x600 screen resolution with 16 bit color. Geneforge 2 is fully compatible with OS X. The Windows version of Geneforge 2 will be available in Fall, 2003. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
MAILING LIST - IMPORTANT MESSAGE! in Announcements | |
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written Friday, April 25 2003 11:25
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Unfortunately, a hacker has somehow stolen from our internet provider our mailing list. That hacker has created a fake E-mailing list and is using it to harass our customers. Of course, we are extremely upset about this. That someone would want to go to this sort of trouble to hurt us and our customers, frankly, boggles my mind. We are doing everything we can to figure out where this fake E-mail list is and shut it down. In the meantime, here are some things you should know ... First, anything sent to the fake list is sent to everyone on that fake list. That means, if you respond to any of the E-mails you get, it will be sent to anyone else on the list. DO NOT RESPOND TO ANY E-MAIL YOU GET FROM THE FAKE LIST. It will only be sent to everyone else on the list, magnifying the problem. Second, be assured that your credit card information, names, and addresses are COMPLETELY safe. We never let anyone else have that information. The hacker only stole the E-mail list because it was on our internet service's computers. Again, your credit cards are completely safe. Third, we are shutting down our own mailing list until further notice, and probably forever. We had thought that out internet company's mailing list system was secure. We were wrong. Finally, we apologize abjectly for this. We don't know why some stranger decided to hurt us in this way. I do not know why someone decided to so directly affect the way I keep a roof over my family's head and food in their mouths. But they did and, in so doing, inconvenienced my customers, who I am very, very grateful to for their support. Thank you again for supporting Spiderweb Software in the past, and rest assured we are doing everything we can to make sure this never happens again. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Monday, January 27 2003 15:25
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"Apparently that's another thing that Jeff did somewhat accidentally, or maybe he changed his mind. " The second one. - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Sunday, January 26 2003 17:49
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"Since there are no joinable NPCs, I doubt that there will be storage rooms.Since there are no joinable NPCs, I doubt that there will be storage rooms." This will very likely be joinable PCs. And since the Avernum games already remember items you leave on the floor when you leave town, there will be storage rooms in the sense that every room in every town/dungeon is a storage room. - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Thursday, January 9 2003 15:10
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As I understand it, you CAN still run classic emulation in Mac OS X. You just can't boot to OS 9. (Here's my source for this: http://www.macopinion.com/columns/tangible/02/09/12/) I'll do some homework to see about resource editing on OS X. I think Apple provides a new application for this in the Dev. tools (which are free to everyone), but I'll have to look into it. "That way, you can put something on an alter or something. I guess it's not too big of a deal, as long as you include the ability to have the scenario move items, like the Move Item node in BoE." Yes, there will be script commands that move items around. - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Thursday, January 9 2003 01:04
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"There isn't any other use for dropping items around you instead of underneath you, besides a little bit of asthetic pleasure, which comes as a low priority when creating a game such as BoA. And besides, programming this wouldn't be so simple. Not nearly simple enough to justify putting such an insignificant extra in the game." It would be easy to program. In fact, Nethergate worked like this. I just feel that the advantages of specific location placement doesn't justify the extra click when dropping any item in any scenario. And anyway, there can be special stuff involving items being on specific spaces. Avernum 3 has a ton of this. "As for the shortening item list idea, that sounds great! It is quite a hassle to scroll through many items. Thanks for mentioning it, Boeing." What I will most likely do is include a clear visual cue in the window for unidentified or magical/good items. - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Wednesday, January 8 2003 15:16
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"Will we be able to create mind crystals easily with the new abilities, or will we have to use scripting to create the effect?" Both. You use scripts, but it's easy. "Will the scripts be attached directly to the items so they could be carried to other scenarios, or will they be removed when the party leaves?" The latter. "I don't suppose that the scripting system is so versatile that it happens to be able to somehow make joinable NPC (says in hope), like a "create new character" command?" It will be an exquisite pain in the ass, but yes. You can have 2 NPCs which follow the party around. "something that I very much would like to see in BoA is some kind of item filtration when you pick up items. " This would be an improvement. We'll see. I bet i can do something. "Also we'll be able to make items similar to the Xian Skull right? Like... a text box opens randomly. Or will we have to use them darned scripts to make that possible?" Yes. And yes, it will take scripts. Like everything special. Believe me, if you can handle the BoE editor, you can handle scripting. "If you have time, can you see the topic "Concerning Custom Graphics and Macs"? It addresses a problem that will likely be a big one for OS X users." Workaround: ResEdit runs just fine on emulation, as I understand it. it's annoying, but blame Apple. I do. They never should have abandoned ResEdit. "Oh, and will we be able to drop items on adjecent spaces and put them in containers?" No. "Will scripts be able to call a timer every part turn of combat as well (like, step, *call script*, step *call script*, attack, *call script*), cos I can think of lots of uses of this (well, at least one)." No. Scripts can be CPU intensive if called too often. - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Tuesday, January 7 2003 18:28
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I'm sure there will be things the engine can't do, a fair number of them. And I'll only know what they are after the game has been out for a while and people realize what they want. You could (shudder) make a tunic of invulnerability. However, when I mean custom abilities, I mean items that actually do something when used, not custom innate abilities that are always active (like resistances). - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Some Other Things About BoA in Blades of Avernum | |
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written Tuesday, January 7 2003 16:06
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Sometimes I even outsmart myself. Since the BoA scripting engine is fairly versatile, some behaviors that were requested but I didn't want to implement are in anyway. Suppose, for example, you don't want anyone in the scenario to have the Unlock Doors spell or Blademaster and Gymnastics skill, and want to have all of the monsters in the scenario only take 10% damage from fire and 70% damage from melee weapons. You can, when a party enters the scenario, remove the offending skills and spells and then restore them to the party when they quit the scenario. You can also customize monster vulnerability to damage to a great extent. This would, of course, be terrible design. But you can do it. Finally, someone suggested a great way to introduce custom abilites, so the game will have custom abilities. Also, you can make items with custom abilities. - Jeff Vogel SpiderwebSoftware, Inc. http://www.spiderwebsoftware.com [ Tuesday, January 07, 2003 16:10: Message edited by: Spidweb ] Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
When. in Blades of Avernum | |
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written Friday, December 20 2002 13:51
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Blades of Avernum for Mac and Windows should be available late 2003. Geneforge 2 will be out first. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Blades of Avernum News and a Sample Script in Blades of Avernum | |
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written Thursday, December 19 2002 14:05
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"Yes, floor plates that turn colors (graphics, whatever) when stepped on IS a good idea" There are numerous ways to implement this in the engine. Since there can be a limited number of scripts in each town, I would do this in the script that runs every move when the party is in a town. it would poll the party locations and if they're on the right sort of floor type, change the floor under them. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Blades of Avernum News and a Sample Script in Blades of Avernum | |
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written Thursday, December 19 2002 14:03
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"This looks very promising. I'm just wondering, but this is the base door script, right? Will we need to deal with C at all during scenario creation? That's not really such a big problem for me, but it may scare some other people away." Oh, it'll be complex. And yes, it will scare some people away. But that's the nature of the beast. Blades of Exile was pretty darn complex too. The scripting language is not C or C++, though there are surface similarities. It is FAR, FAR simpler. (I am a mediocre script engine programmer.) The form and syntax are identical to Geneforge scripting. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Blades of Avernum News and a Sample Script in Blades of Avernum | |
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written Wednesday, December 18 2002 17:31
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I'm been trying to get a lot done on Blades of Avernum lately. The code is moving along well, and we'll start porting Valley of Dying Things in the next few weeks. We are considering adding some sort of custom ability facility to the game. Someone made a very good suggestion for how this work work. It would be an ability you create which calls a scenario script. You could have this script do whatever you want, including act roughly like a spell. You could then make a few custom spells if you wanted. The spell wouldn't be able to have a specific target (like 1 PC or 1 enemy), but could do a huge amount of things. But the thing I'm most excited about is that scripting is in the game and working the way I want it. Here, for example, is the script for doors. If you want to put in the work and really customize your scenarios, you can, for example, massively change how your doors work. (If you don't want to pay attention to scripts, your scenario will be provided with the default scripts it needs to fuction.) So here is how default doors work. It may not make sense now, but, of course, the game will come with documentation. Door.txt script: ftp://ftp.spiderwebsoftware.com/temp/door.txt Some interesting things about this: i. You can attach a stuff done flag to a door to remember that it's been unlocked. Doors won't become relocked when you re-enter the town. ii. This script includes having doors which can be unlocked by people with the correct key. iii. What is a memory cell? Every creature or terrain space has ten memory cells attached to it, each of which can contain a number. The cells determine how the terrain spot acts. For example, when you place a door, all cells attached to it are 0. If the first cell is 0, the door is unlocked. If you change that cell to a number above 0, it becomes locked. I love scripts. They're incredibly powerful and versatile. The possibilities in Blades of Avernum are orders of magnitude above what you could do in Blades of Exile. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Message From Spiderweb - Brain Blocked in Blades of Avernum | |
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written Wednesday, November 13 2002 15:28
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"I also like the cloud spells, the curse spells and the dispell-spell mentioned above!" I do too. I also really liked the archery mastery skill. I have thought about doing unarmed combat for a while, but I'm undecided about trying to shoehorn that into the system. The question is: how do you keep this essentially from becoming just another sword. The answer games usually take is to make a specific monk class, which does fast uber unarmed damage but makies up for it by enforcing light armor and protection. However, then, to keep the character alive, it gives defense bonuses to monk-types. All these changes are necessary to balance out the class, but then you actually have a "character class", which is sort of antithetical to the system we're working with. So unarmed combat will probably be a good idea that just doesn't quite fit (or wouldn't add enough to justify the balancing work). - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Message From Spiderweb - Brain Blocked in Blades of Avernum | |
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written Wednesday, November 6 2002 16:12
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I see a lot of good ideas ... i. Some sort of Archery mastery skill. Although I'm not sure I agree that it was so underpowered in Avernum 3. It's like any other weapons skill ... more levels = more damage. ii. Some sort of combat debuff spell. iii. Another wall-based spell. All of the old specialty skills (parry, anatomy, gymnastics, the safe travel one) will still be in, with a few exceptions. Find Herbs - I HATE this skill. I should never have put it in. It's impossible to balance it, and it removes the ability to make herbs maningful treasure. Barter - I always thought this was lame, so I took it out. But I'll consider putting it back in. The crafts skills are a neat idea, but not something I may build into the full engine. I will, however, make sure there is the capability in the engine to do crafts things in individual scenarios. (Example: a combine box in your inventory. When you use it, it looks for a stick and a stone. if they're there, there is a chance based on your Tool Use of getting an arrow. Just as an example. This capability is in the engine as it stands now.) This reminds me, I need to really think about the concept of monster hate lists and aggro management. If your mage is really bugging a monster, it should rush the mage. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Message From Spiderweb - Brain Blocked in Blades of Avernum | |
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written Tuesday, November 5 2002 14:07
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I'm about two weeks into coding the scenario editor for Blades of Avernum. It's pretty slow and painstaking work, as I am making a level effort to make it much, much friendlier than the earlier editor. I hope to have a few screenshots available soon. I am hoping to write in the next month or three a sort of advance guide/warning for people who want to port their scenarios. It'll both describe new available features and things that won't be around anymore. (For example, conveyor belts simply do not work in the new engine.) In the meantime, though, I have two quandries, and I thought I'd get a few suggestions before I made decisions. i. Advanced skills. There are skills you can train in once you have bought enough prerequisite skills. (For example, when you've bought enough dexterity and defense, you can train in parry.) These will replace the "secret" skills you were trained at in special encounters in previous games. What sort of special skills might you like to see individual characters of advanced level be able to buy? ii. Replacement spells. Capture Soul and Simulacrum will not work in the new engine. Moving monster types between scenarios is problematic in many ways. What do you think would be a really neat mid-level mage spell? - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Spiderweb Software Releases Avernum Trilogy CD, Lowers Prices in Announcements | |
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written Monday, October 14 2002 19:19
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Some good news: The Search feature is back on. -Mariann Krizsan -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Spiderweb Software Releases Avernum Trilogy CD, Lowers Prices in Announcements | |
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written Monday, October 14 2002 13:18
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I wanted to add some information on what's going on with the boards. To put the situation as simply as possibly for the non-technically savvy, we pay people to run these message boards on their computers. But these message boards use up a lot of computer resources, and the people we're paying are getting annoyed. For this reason, we have been needing to get rid of the features which use the most computer resources and contribute least to the purpose of these boards (namely discussing and sharing information about our games). The search feature and the Misc boards were the killers. We would love to keep the Misc board up. However, this may not be an option, since keeping it up could result in the boards going away entirely. This stinks, but our hands are tied in this area. Our business cannot afford to irritate the people whose computers contain our web site. Thatnk you for trying to be understanding. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Spiderweb Software Releases Avernum Trilogy CD, Lowers Prices in Announcements | |
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written Tuesday, October 8 2002 21:10
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PS- The Search function for these boards have also been disabled, for the same reasons. We're sorry if this causes many difficulties. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Major A3 bug in Tech Support | |
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written Saturday, September 28 2002 22:17
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This is not a bug I have gotten any reports of. I suspect that it is a graphics or sounds driver issue. Very frequently, reinstalling these fixes weird crashes like this. Obviously, if this was a problem which numerous people were getting and I thought there was any chance it was a fixable bug, I'd have fixed it by now. :-) - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |