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Timers in Blades of Avernum Editor
Shaper
Member # 22
Profile #2
No - it's linking into a creature script, where the monster teleports away for five turns, then returns. Your's would be better alternatively, though.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Timers in Blades of Avernum
Shaper
Member # 22
Profile #2
No - it's linking into a creature script, where the monster teleports away for five turns, then returns. Your's would be better alternatively, though.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Timers in Blades of Avernum Editor
Shaper
Member # 22
Profile #0
Are timers in any way possible in BoA?

The most obvious way, as I saw it, was to do the following -

inc_flag(0,0,1);
if(get_flag(0,0) == 5)
{
code chunk
}
break;

Unfortunately, when I put this in the START_STATE in a town script, it tells me I have an improper command. I figured this was because the game thought I was creating an eternal loop (though I wasn't - the code I'm using is a bit more complex then that), but I'm not entirely sure what to do about it. I also tried it with variables.

Any ideas for making this work, or an alternative timer?

Scrap that. I found me a workaround -

beginstate START_STATE;

if(get_flag(180,1) == 0)
{
timer = get_current_tick();
set_flag(180,1,1);
}

if((get_current_tick()) == (timer + 6))
{
add_dialog_str(0,"This is working",0);
add_dialog_choice(0,"Done");
run_dialog(0);
}

break;

Where timer is (obviously) a variable.

[ Wednesday, April 28, 2004 09:28: Message edited by: Morgan ]
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Timers in Blades of Avernum
Shaper
Member # 22
Profile #0
Are timers in any way possible in BoA?

The most obvious way, as I saw it, was to do the following -

inc_flag(0,0,1);
if(get_flag(0,0) == 5)
{
code chunk
}
break;

Unfortunately, when I put this in the START_STATE in a town script, it tells me I have an improper command. I figured this was because the game thought I was creating an eternal loop (though I wasn't - the code I'm using is a bit more complex then that), but I'm not entirely sure what to do about it. I also tried it with variables.

Any ideas for making this work, or an alternative timer?

Scrap that. I found me a workaround -

beginstate START_STATE;

if(get_flag(180,1) == 0)
{
timer = get_current_tick();
set_flag(180,1,1);
}

if((get_current_tick()) == (timer + 6))
{
add_dialog_str(0,"This is working",0);
add_dialog_choice(0,"Done");
run_dialog(0);
}

break;

Where timer is (obviously) a variable.

[ Wednesday, April 28, 2004 09:28: Message edited by: Morgan ]
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
High level scenarios wanted in Blades of Avernum
Shaper
Member # 22
Profile #2
I personally find low level scenarios far more fun to play - there's more variety in your playing technique then there is in high level scenarios - in high scenarios, you've settled on one strategy. Low level scenarios make you think a lot more.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Age in General
Shaper
Member # 22
Profile #54
15, going on 16.

However, I fail to see how an age topic helps anyone. If it's used as a guage of maturity and intelligence, it can be way off. I know thirty year olds on the net that are less mature then 11 year olds.

--------------------
KazeArctica: "Imagine...wangs everywhere...and tentacles. Nothing but wangs and tentacles! And no pants!"
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Seeking beta-testers. in Blades of Avernum
Shaper
Member # 22
Profile #5
Lots of people are complete snobs about punctuation and grammar on the net, myself included. I wouldn't even consider somebody unless they at least capitalized their "i"s.

EDIT: At least that can be blamed on slight intoxication.... :)

[ Tuesday, April 27, 2004 21:24: Message edited by: Morgan ]
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Seeking beta-testers. in Blades of Avernum
Shaper
Member # 22
Profile #1
Sure, I'll give it a run. morgan@3-c.coop , if you accept me.

Credentials? Well, beta testing every scenario in BoA to date (not much of a feat, I admit :) ), and a fair few in BoE. I look forward to playing it.

[ Tuesday, April 27, 2004 09:36: Message edited by: Morgan ]
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Betatesters wanted for betatesting in Blades of Avernum
Shaper
Member # 22
Profile #2
morgan@3-c.coop .
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
I need the strength of numbers, please help. in General
Shaper
Member # 22
Profile #5
I've never encountered any problems with ordering via credit card. The chances of your number being intercepted by hackers are mind-numbingly small.

--------------------
KazeArctica: "Imagine...wangs everywhere...and tentacles. Nothing but wangs and tentacles! And no pants!"
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
What movies made a big impression on you? in General
Shaper
Member # 22
Profile #11
I'd agree with LA Confidential. Copenhagen also made a big impression on me.

--------------------
KazeArctica: "Imagine...wangs everywhere...and tentacles. Nothing but wangs and tentacles! And no pants!"
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
A Quick Note About Graphics in Blades of Avernum Editor
Shaper
Member # 22
Profile #0
To all artists out there - when you create a custom graphic, don't save it in jpeg format. When saving in jpeg, the format doesn't care whether all the colours are correct, just as long as it gets most of them right, or so Khoth informs me.

The problem arises when you try to place these graphics into BoA. The editor does not make a pixel white unless the actual pixel is pure white. If it's nearly white, the pixel will appear on the screen.

This leads to graphics that look terrible, as you have loads of white looking pixels ruining the effect of the graphic. I just spent about twenty minutes correcting the Ice Demon graphic because it was saved in jpeg form.

Just thought I'd better warn people from falling into similar problems.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
A Quick Note About Graphics in Blades of Avernum
Shaper
Member # 22
Profile #0
To all artists out there - when you create a custom graphic, don't save it in jpeg format. When saving in jpeg, the format doesn't care whether all the colours are correct, just as long as it gets most of them right, or so Khoth informs me.

The problem arises when you try to place these graphics into BoA. The editor does not make a pixel white unless the actual pixel is pure white. If it's nearly white, the pixel will appear on the screen.

This leads to graphics that look terrible, as you have loads of white looking pixels ruining the effect of the graphic. I just spent about twenty minutes correcting the Ice Demon graphic because it was saved in jpeg form.

Just thought I'd better warn people from falling into similar problems.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
Shaper
Member # 22
Profile #62
I used the same sort of build as TM, and got through the scenario relatively unscathed.

I could, if I so wished, go through that scenario with four priests and not take a point of damage. I dispute that RoR is *that* hard, as long as you use a little thing called tactics.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Text Bubbles and Cutscenes in Blades of Avernum Editor
Shaper
Member # 22
Profile #3
It is possible - the pause(10) call (where 10 is the number of seconds in tenths of seconds) allows this.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Text Bubbles and Cutscenes in Blades of Avernum
Shaper
Member # 22
Profile #3
It is possible - the pause(10) call (where 10 is the number of seconds in tenths of seconds) allows this.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Cross-Town Cutscenes in Blades of Avernum Editor
Shaper
Member # 22
Profile #5
It works - but it's still a fairly messy solution. I'm going to see if I can polish is up a bit, tweak it here and there, but I'm sure that there's another way of doing it.

Just requires a bit more thought.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Cross-Town Cutscenes in Blades of Avernum
Shaper
Member # 22
Profile #5
It works - but it's still a fairly messy solution. I'm going to see if I can polish is up a bit, tweak it here and there, but I'm sure that there's another way of doing it.

Just requires a bit more thought.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
How do you make YOUR Scenarios? in Blades of Avernum Editor
Shaper
Member # 22
Profile #7
I take a very non linear approach to scenario design - though not completely. I have the different parts of the scenario stuck in my head, so I won't design the middle before the beginning.

However, inside those parts, I design dungeons and towns in a pretty random order.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
How do you make YOUR Scenarios? in Blades of Avernum
Shaper
Member # 22
Profile #7
I take a very non linear approach to scenario design - though not completely. I have the different parts of the scenario stuck in my head, so I won't design the middle before the beginning.

However, inside those parts, I design dungeons and towns in a pretty random order.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Cross-Town Cutscenes in Blades of Avernum Editor
Shaper
Member # 22
Profile #3
Yeah, thanks spyderbytes, but it didn't work (I'd tried it already).

My workaround, which is a bit messy, is to move the party to an area out of view, then when the cutscene ends in the second town, I don't call force_terrain_redraw. That way, when the party moves, it should be back in the original town without being any the wiser.

I'm not entirely sure if it'll work, and it's fairly messy, but it's the best I can come up with.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Cross-Town Cutscenes in Blades of Avernum
Shaper
Member # 22
Profile #3
Yeah, thanks spyderbytes, but it didn't work (I'd tried it already).

My workaround, which is a bit messy, is to move the party to an area out of view, then when the cutscene ends in the second town, I don't call force_terrain_redraw. That way, when the party moves, it should be back in the original town without being any the wiser.

I'm not entirely sure if it'll work, and it's fairly messy, but it's the best I can come up with.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
windows version question in Blades of Avernum
Shaper
Member # 22
Profile #1
Scenarios are fully cross platform. The only files that need to be converted are custom graphics files.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Cross-Town Cutscenes in Blades of Avernum Editor
Shaper
Member # 22
Profile #0
So here's the problem - I want a cutscene to start in one town, move to another town, then move back to the original town. This, it seems cannot be done.

I'm guessing this is because you can't call a move_to_new_town in the START_STATE or INIT_STATE. Presuming that is the case, can anyone think of a viable workaround?
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00
Cross-Town Cutscenes in Blades of Avernum
Shaper
Member # 22
Profile #0
So here's the problem - I want a cutscene to start in one town, move to another town, then move back to the original town. This, it seems cannot be done.

I'm guessing this is because you can't call a move_to_new_town in the START_STATE or INIT_STATE. Presuming that is the case, can anyone think of a viable workaround?
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00

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