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resorting party? in Avernum 4
Warrior
Member # 20
Profile #3
I visit for awhile after a finish each game, and thank you.
Posts: 191 | Registered: Monday, October 1 2001 07:00
resorting party? in Avernum 4
Warrior
Member # 20
Profile #1
Nevermind.. I finally found it on my charactersheet.
Posts: 191 | Registered: Monday, October 1 2001 07:00
resorting party? in Avernum 4
Warrior
Member # 20
Profile #0
Maybe I'm being dense, but after 20 minutes of trying to do this by reading the manual and pressing buttons at random, I am unable to discover how to change the order my characters are walking in.

I apologize if this is vastly more obvious than it presently seems to me.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Singleton Seeks Backpack in Blades of Avernum Editor
Warrior
Member # 20
Profile #11
Even if you could some how work out transferring it from scenario to scenario smoothly.. the core idea is beyond complex. The idea of a 'backpack' I would go as far as to say would probably be impossible. Some sort of limited storage item... maybe.. but we would be talking about a whole ton of scripting just to save a handful of inventory slots.

If you really want a backpack, just load up notepad, and write down any items you're 'owed', and use the character editor to add them in when you need them. This would be a million times simpler over the course of your entire life than even setting this up on the most rudimentary level.

It's a neat idea, in theory, but in practice? It just can't work.

As far as the treasure trove scenario I pondered that myself when I first started, but essentially the scenario would need to edit itself to allow this.. a thing which is not possible.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Singleton Seeks Backpack in Blades of Avernum
Warrior
Member # 20
Profile #11
Even if you could some how work out transferring it from scenario to scenario smoothly.. the core idea is beyond complex. The idea of a 'backpack' I would go as far as to say would probably be impossible. Some sort of limited storage item... maybe.. but we would be talking about a whole ton of scripting just to save a handful of inventory slots.

If you really want a backpack, just load up notepad, and write down any items you're 'owed', and use the character editor to add them in when you need them. This would be a million times simpler over the course of your entire life than even setting this up on the most rudimentary level.

It's a neat idea, in theory, but in practice? It just can't work.

As far as the treasure trove scenario I pondered that myself when I first started, but essentially the scenario would need to edit itself to allow this.. a thing which is not possible.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Warrior
Member # 20
Profile #9
No.. it's not the wav files. Let me look at something. It was a call to sndplay in sound.c that was causing the trouble.

It may exist in msvc, but when I looked it up on the web it was in regards to metrowerks which iirc is codewarrior, so I assumed it was specific to that and just eliminated it. shrug..

Sound's not that important to me in any regard, I'm still stuck on the anim_ticks..

Edit:

I managed to compile it at long last!

I kind of cheated though with the anim_ticks and I probably will regret it if it ever catches up with me. I just defined anim_ticks instead of trying to bring it in from an external source, but I assume it's some sort of system timer used for some graphical purpose.

No problems yet though. If anyone is interested I'll put up a copy of the modified source that compiles nicely under cygwin-g++ with the understanding that A) sound is presently disabled and B) anim_ticks aren't presently in the mood for doing much ticking.

[ Monday, June 21, 2004 18:13: Message edited by: Qalnor ]
Posts: 191 | Registered: Monday, October 1 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Warrior
Member # 20
Profile #9
No.. it's not the wav files. Let me look at something. It was a call to sndplay in sound.c that was causing the trouble.

It may exist in msvc, but when I looked it up on the web it was in regards to metrowerks which iirc is codewarrior, so I assumed it was specific to that and just eliminated it. shrug..

Sound's not that important to me in any regard, I'm still stuck on the anim_ticks..

Edit:

I managed to compile it at long last!

I kind of cheated though with the anim_ticks and I probably will regret it if it ever catches up with me. I just defined anim_ticks instead of trying to bring it in from an external source, but I assume it's some sort of system timer used for some graphical purpose.

No problems yet though. If anyone is interested I'll put up a copy of the modified source that compiles nicely under cygwin-g++ with the understanding that A) sound is presently disabled and B) anim_ticks aren't presently in the mood for doing much ticking.

[ Monday, June 21, 2004 18:13: Message edited by: Qalnor ]
Posts: 191 | Registered: Monday, October 1 2001 07:00
Win32 MSVC project files? in Blades of Avernum Editor
Warrior
Member # 20
Profile #7
I've had a good deal of success compiling in G++. There were a few dozen minor adjustments to make, but right now I think the only thing stopping me is compiling the resource file.. the compiler for which does not generate especially helpful errors.

Actually that's a lie, I finally managed to get the resource stuff compiled in a backwards sort of way, but it didn't seem to solve the problem.

It seems there are some sound and graphics references that need defining.

Further update:

Well I handled the sound by removing it entirely. As far as I can tell the functions used are specific to codewarrior, but maybe msvc has an equivalent.. shrug.

Anyone have any idea what anim_ticks are?

[ Monday, June 21, 2004 17:42: Message edited by: Qalnor ]
Posts: 191 | Registered: Monday, October 1 2001 07:00
Win32 MSVC project files? in Blades of Avernum
Warrior
Member # 20
Profile #7
I've had a good deal of success compiling in G++. There were a few dozen minor adjustments to make, but right now I think the only thing stopping me is compiling the resource file.. the compiler for which does not generate especially helpful errors.

Actually that's a lie, I finally managed to get the resource stuff compiled in a backwards sort of way, but it didn't seem to solve the problem.

It seems there are some sound and graphics references that need defining.

Further update:

Well I handled the sound by removing it entirely. As far as I can tell the functions used are specific to codewarrior, but maybe msvc has an equivalent.. shrug.

Anyone have any idea what anim_ticks are?

[ Monday, June 21, 2004 17:42: Message edited by: Qalnor ]
Posts: 191 | Registered: Monday, October 1 2001 07:00
source code question in Blades of Avernum Editor
Warrior
Member # 20
Profile #3
I would not change the editor in any way that would change how scenarios actually end up, only how easily they get there. Even if for whatever reason some change you make to the final product seems to work, there's no guarantee that it will always work in every possible way.. and even on the assumption that you could somehow know that it will always work, there is absolutely no way to know that a future patch to the game won't make it impossible.

And if that happened, any scenario made with your editor would suddenly require fixing.. and while this might be fine if you only use the tool yourself, if you distribute the modified editor to any extent, people are probably going to be miffed in your general direction.
Posts: 191 | Registered: Monday, October 1 2001 07:00
source code question in Blades of Avernum
Warrior
Member # 20
Profile #3
I would not change the editor in any way that would change how scenarios actually end up, only how easily they get there. Even if for whatever reason some change you make to the final product seems to work, there's no guarantee that it will always work in every possible way.. and even on the assumption that you could somehow know that it will always work, there is absolutely no way to know that a future patch to the game won't make it impossible.

And if that happened, any scenario made with your editor would suddenly require fixing.. and while this might be fine if you only use the tool yourself, if you distribute the modified editor to any extent, people are probably going to be miffed in your general direction.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Scenario Editor Download Not Working in Blades of Avernum Editor
Warrior
Member # 20
Profile #3
Try downloading it off their web server?

http://www.spiderwebsoftware.com/ftp/win/BoAEditor.zip
Posts: 191 | Registered: Monday, October 1 2001 07:00
Scenario Editor Download Not Working in Blades of Avernum
Warrior
Member # 20
Profile #3
Try downloading it off their web server?

http://www.spiderwebsoftware.com/ftp/win/BoAEditor.zip
Posts: 191 | Registered: Monday, October 1 2001 07:00
Who's got registered? in Blades of Avernum
Warrior
Member # 20
Profile #10
This is an exciting thread, full of rich possibilites.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Making huge games with such an editor? in Blades of Avernum Editor
Warrior
Member # 20
Profile #15
Ah there it is, I was pretty sure it wasn't the same between Mac and Unix.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Making huge games with such an editor? in Blades of Avernum
Warrior
Member # 20
Profile #15
Ah there it is, I was pretty sure it wasn't the same between Mac and Unix.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Character Development Help in Blades of Avernum
Warrior
Member # 20
Profile #3
Yes.. repel spirit works wonders on this scenario, I had a lot of trouble with it myself until I remembered the spell.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Making huge games with such an editor? in Blades of Avernum Editor
Warrior
Member # 20
Profile #13
hmm.. don't unix systems use the same system as microsoft and not apple? I may be mistaken on this but I tried opening the stuff in pico and it also came out rotten.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Making huge games with such an editor? in Blades of Avernum
Warrior
Member # 20
Profile #13
hmm.. don't unix systems use the same system as microsoft and not apple? I may be mistaken on this but I tried opening the stuff in pico and it also came out rotten.
Posts: 191 | Registered: Monday, October 1 2001 07:00
What should I give to the dragon? in Blades of Avernum
Warrior
Member # 20
Profile #3
Or you could always kill him. I'm not sure on this because I always give him the gifts and then kill him, but I imagine it opens the gate out.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Quick item number question. in Blades of Avernum Editor
Warrior
Member # 20
Profile #1
Save yourself and others the effort of looking it up and just set your day back to 0 if you don't want to play the scenario fairly. Failing that, you won't find it in the editor, find the script file associated with one of the poppyshroom patches and open that up in a text editor.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Quick item number question. in Blades of Avernum
Warrior
Member # 20
Profile #1
Save yourself and others the effort of looking it up and just set your day back to 0 if you don't want to play the scenario fairly. Failing that, you won't find it in the editor, find the script file associated with one of the poppyshroom patches and open that up in a text editor.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Towns - Major Problem - HELP! in Blades of Avernum Editor
Warrior
Member # 20
Profile #1
I encountered a problem like this once, perhaps yours is the same, though I can't swear my solution is the only one.

In any regard.. I haven't experimented with it extensively so this may not be perfectly accurate, but I believe the town needs to at least be 3x3, and it may need to be a perfect square.

If you have a smaller one the game does not check what direction you were moving when you entered the town, but rather what square you entered. And how is it to decide which is north, south, east, and west if there are only two available options?

It chooses the default.

If you want to limit the number of entrances to your town, I think you have to block off some of the squares.

Anyhow I don't know for sure that this was your problem, but hopefully so.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Towns - Major Problem - HELP! in Blades of Avernum
Warrior
Member # 20
Profile #1
I encountered a problem like this once, perhaps yours is the same, though I can't swear my solution is the only one.

In any regard.. I haven't experimented with it extensively so this may not be perfectly accurate, but I believe the town needs to at least be 3x3, and it may need to be a perfect square.

If you have a smaller one the game does not check what direction you were moving when you entered the town, but rather what square you entered. And how is it to decide which is north, south, east, and west if there are only two available options?

It chooses the default.

If you want to limit the number of entrances to your town, I think you have to block off some of the squares.

Anyhow I don't know for sure that this was your problem, but hopefully so.
Posts: 191 | Registered: Monday, October 1 2001 07:00
Making of Avernum 1 - 3 in Blades of Avernum Editor
Warrior
Member # 20
Profile #7
It would violate your license on the original games, but it may not technically be a violation of BOA's license.

I would however encourage people to avoid derivitive works in general. Paying homage to something in a scenario is one thing, but recreating anything not in the public domain and distributing it publicly is generally a violation of the law.

Perhaps someone from the BoE community could comment on how this was handled there, as I am sure that in the time BoE has existed this issue has come up on a number of occasions.
Posts: 191 | Registered: Monday, October 1 2001 07:00

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