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Avernum 4? in General
Warrior
Member # 246
Profile #398
quote:
Originally written by VCH:

That interview was really interesting. I iz excited. It looks like Jeff took a lot of our suggestions. I still don't like using shaper graphics. But whatever that's minor.
You mean the actual character graphics (because like mentioned about a hundred posts ago, they're temporary) or the way the graphics are bigger? Because I like the bigger form a bit more.
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoE limitations and solutions in Blades of Exile
Warrior
Member # 246
Profile #5
quote:
Originally written by ixfd64:

3. Release the BoE source code: This would no doubt solve the most problems. However, the company may lose money. Sure, it's said that releasing something as open-source will not make the developers lose money, but people will leech the products instead of donating. A possible solution is to release only certain parts of the source code (eg. will only work with the registered version - you cannot just compile the program from the source code alone).
If Jeff were to release BoE as open source, which I seriously doubt, he'd be best off releasing all of it rather than small portions which wouldn't be beneficial.

Personally I'd rather see someone try to remake the entire engine. But then - isn't that done in BoA? Just buy the stupid thing already and give up on BoE. :P

Oh and as for compiling, I'd probably port the engine to something like SDL which can handle the formats he uses - BMP, WAV, etc. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Avernum 4? in General
Warrior
Member # 246
Profile #393
quote:
Originally written by Drakefyre:

quote:

In terms of design, Avernum 4 doesn't have zones. It is all one gigantic, seamless gameworld. This has given us a lot of freedom. The world feels a lot more natural. You can find fishing huts and farms scattered about, and people to talk to hidden in remote caves. And it's possible to have huge, epic dungeons that stretch for a loooong way.

So basically when you go to leave a town, you don't walk off the town's map but instead the world continues to scroll? Not a bad idea. I don't think I've seen too many games do it either. Probably due to load times and memory issues - which aren't a problem anymore. ;)

I do see one major benefit to this - spreading plagues. A plague could start as a small infestation and slowly grow and consume more and more of the map. I almost wish the game were realtime. I don't suppose Jeff would care to enable both modes would he? :D

I have a feeling you can't confirm much or any of that, but I think I'm pretty accurate based on your quote. :cool:

[ Saturday, October 15, 2005 23:30: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Converting from PC to Mac? in Blades of Avernum Editor
Warrior
Member # 246
Profile #9
quote:
Originally written by Thuryl:

quote:
Originally written by Frobozz:

So what does CMG stand for? Would be interesting to make a converter, but I'd have to know the name along so I could atleast find the file format. ;)
CMG isn't really an official file format -- it's something Jeff made up. It's just a resource file with a lot of PICT resources in it.

Ok so if it is his format, why store PICT files? Why not raw files. Raw files are basically color data with no header file. Simple enough to load if you know the height, width, and color depth. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Converting from PC to Mac? in Blades of Avernum
Warrior
Member # 246
Profile #9
quote:
Originally written by Thuryl:

quote:
Originally written by Frobozz:

So what does CMG stand for? Would be interesting to make a converter, but I'd have to know the name along so I could atleast find the file format. ;)
CMG isn't really an official file format -- it's something Jeff made up. It's just a resource file with a lot of PICT resources in it.

Ok so if it is his format, why store PICT files? Why not raw files. Raw files are basically color data with no header file. Simple enough to load if you know the height, width, and color depth. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
The ins and outs of Teleportation in Blades of Avernum Editor
Warrior
Member # 246
Profile #19
quote:
Originally written by Flagellation:

Can't be done, I'm afraid. The only way to successfully call move_to_new_town is if it's called by the party stepping on a special rectangle.
I don't see the point in Jeff not allowing this at any time. What would be his motive? :confused:
Posts: 117 | Registered: Friday, November 2 2001 08:00
The ins and outs of Teleportation in Blades of Avernum
Warrior
Member # 246
Profile #19
quote:
Originally written by Flagellation:

Can't be done, I'm afraid. The only way to successfully call move_to_new_town is if it's called by the party stepping on a special rectangle.
I don't see the point in Jeff not allowing this at any time. What would be his motive? :confused:
Posts: 117 | Registered: Friday, November 2 2001 08:00
Converting from PC to Mac? in Blades of Avernum Editor
Warrior
Member # 246
Profile #6
So what does CMG stand for? Would be interesting to make a converter, but I'd have to know the name along so I could atleast find the file format. ;)

quote:
The thing you have to remember is that even Jeff admits that Jeff isn't a very good programmer.
Perhaps. But then I know of one guy to say that and then turn around and code a simple operating system. So that doesn't necessarily mean much. :D

[ Thursday, October 13, 2005 23:09: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Converting from PC to Mac? in Blades of Avernum
Warrior
Member # 246
Profile #6
So what does CMG stand for? Would be interesting to make a converter, but I'd have to know the name along so I could atleast find the file format. ;)

quote:
The thing you have to remember is that even Jeff admits that Jeff isn't a very good programmer.
Perhaps. But then I know of one guy to say that and then turn around and code a simple operating system. So that doesn't necessarily mean much. :D

[ Thursday, October 13, 2005 23:09: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
GF3 Trainer in Geneforge Series
Warrior
Member # 246
Profile #10
quote:
Originally written by Kibbles:

Oh yeah, something that is useless to macs is going to go over big time with such a large number of mac users.
Depends on the compiler. If he used Mono, it would work just fine since Mono is available for Mac as well as Windows.

Why even bother with a window-based program when you can just use command line? Something like saveedit --savenumber=0 --strength=30 ;)
Posts: 117 | Registered: Friday, November 2 2001 08:00
2D vs 3D, the Battle for Entertainment! in The Avernum Trilogy
Warrior
Member # 246
Profile #3
3D doesn't always mean lower quality. The current engine being used for Geneforge could be remade to be 3D and quality wouldn't differ that much (except in any special effects that could be added). Remember, 3D doesn't mean just first-person you know. :P

Also you wouldn't need a very impressive system to do isometric in Direct3D or OpenGL. Homeworld, while not isometric, runs nicely off of my older system's 8MB video card. :D

[ Saturday, August 06, 2005 01:25: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Making huge games with such an editor? in Blades of Avernum Editor
Warrior
Member # 246
Profile #9
I say go grab UltraEdit.

Some of the features:
* Syntax highlighting
* Spell checking (for multiple languages)
* Changing the indent for large sections of text
* Highlighting the matching brace/parenthesis you are currently selecting
* Retrieving files from FTP, sending via FTP and email
* Handles DOS and Unicode (the "squares")
* Can sort chunks of text
* Ability to run external programs (ie a compiler to compile the current document)
* Comparing the differences between two files

For a more complete list, go to the features page on their website.

All for $39. Oh and no, I don't work for UltraEdit. :P

[ Saturday, June 12, 2004 13:58: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Making huge games with such an editor? in Blades of Avernum
Warrior
Member # 246
Profile #9
I say go grab UltraEdit.

Some of the features:
* Syntax highlighting
* Spell checking (for multiple languages)
* Changing the indent for large sections of text
* Highlighting the matching brace/parenthesis you are currently selecting
* Retrieving files from FTP, sending via FTP and email
* Handles DOS and Unicode (the "squares")
* Can sort chunks of text
* Ability to run external programs (ie a compiler to compile the current document)
* Comparing the differences between two files

For a more complete list, go to the features page on their website.

All for $39. Oh and no, I don't work for UltraEdit. :P

[ Saturday, June 12, 2004 13:58: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Custom sounds! I did it! in Blades of Avernum Editor
Warrior
Member # 246
Profile #33
I just checked Avernum.exe with a program called Resource Hunter and it doesn't show the sound files being in subdirectories of their own. It shows something like this:

/100
...1.wav
...2.wav
...3.wav

Posts: 117 | Registered: Friday, November 2 2001 08:00
Custom sounds! I did it! in Blades of Avernum
Warrior
Member # 246
Profile #33
I just checked Avernum.exe with a program called Resource Hunter and it doesn't show the sound files being in subdirectories of their own. It shows something like this:

/100
...1.wav
...2.wav
...3.wav

Posts: 117 | Registered: Friday, November 2 2001 08:00
Really Minor Bugs in Blades of Avernum
Warrior
Member # 246
Profile #1
Heh. Speaking of bugs, I found this: ftp://ftp.spiderwebsoftware.com/temp/BoA.v101.update.sit.bin while looking around the ftp server Jeff uses. Heck I've been seeing a lot of stuff pop up and disappear from there recently. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Custom sounds! I did it! in Blades of Avernum Editor
Warrior
Member # 246
Profile #12
What you should do is write a program that puts adds the custom sounds when ran and when ran again removes them. Them we wouldn't have to go in and fiddle with the thing by hand which is kinda slow.

Or you could spam Jeff with email until he agrees to add support. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Custom sounds! I did it! in Blades of Avernum
Warrior
Member # 246
Profile #12
What you should do is write a program that puts adds the custom sounds when ran and when ran again removes them. Them we wouldn't have to go in and fiddle with the thing by hand which is kinda slow.

Or you could spam Jeff with email until he agrees to add support. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA Script Editor 1.0a2 in Blades of Avernum Editor
Warrior
Member # 246
Profile #16
quote:
Originally written by Newtfeet:

This code is portable. The only problem is I need the professional version of REALbasic in order to build a Windows version. And that costs around $400, last I checked.
Not according to what I have read. You only need the professional version if you are going to compile Windows applications from a Macintosh computer. If you have a computer with Windows than you can just buy the standard version and use that.

[ Sunday, April 04, 2004 17:00: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA Script Editor 1.0a2 in Blades of Avernum
Warrior
Member # 246
Profile #16
quote:
Originally written by Newtfeet:

This code is portable. The only problem is I need the professional version of REALbasic in order to build a Windows version. And that costs around $400, last I checked.
Not according to what I have read. You only need the professional version if you are going to compile Windows applications from a Macintosh computer. If you have a computer with Windows than you can just buy the standard version and use that.

[ Sunday, April 04, 2004 17:00: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA Script Editor 1.0a2 in Blades of Avernum Editor
Warrior
Member # 246
Profile #13
quote:
Originally written by Newtfeet:

I, for one, am glad that somewhere there is a place where Macs get higher priority. It wouldn't be impossible for me to make a Windows version; just expensive.
I don't have anything against Mac users (I even had one once). However, I like to see code written to be as portable as possible. Why? Because it is annoying to have to change to another computer whenever you want to run a particular program. :(

quote:
Originally written by Newtfeet:

Yeah; this isn't open source. It might be when I get bored and give up ;) . Anyway, the source might not be useful; this isn't written in VB, C++, Java or Python. And what do you mean, "useless StuffIt format"? :mad:
It would be far more useful than you would believe. I've programmed three of the languages you mentioned ( VB, C++, Java ) and others you have not mentioned. I doubt it would take long to port.

Oh and StuffIt is useless because the vast majority of people cannot use it. And I don't think you should pay for the program to make them. Oh and if you are thinking I like zip, guess again. I prefer GZIP and TAR. Why? Because almost every archiver I've tried (WinZIP, 7Zip, StuffIt expander, Ark (Linux) ) can handle the formats.
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA Script Editor 1.0a2 in Blades of Avernum
Warrior
Member # 246
Profile #13
quote:
Originally written by Newtfeet:

I, for one, am glad that somewhere there is a place where Macs get higher priority. It wouldn't be impossible for me to make a Windows version; just expensive.
I don't have anything against Mac users (I even had one once). However, I like to see code written to be as portable as possible. Why? Because it is annoying to have to change to another computer whenever you want to run a particular program. :(

quote:
Originally written by Newtfeet:

Yeah; this isn't open source. It might be when I get bored and give up ;) . Anyway, the source might not be useful; this isn't written in VB, C++, Java or Python. And what do you mean, "useless StuffIt format"? :mad:
It would be far more useful than you would believe. I've programmed three of the languages you mentioned ( VB, C++, Java ) and others you have not mentioned. I doubt it would take long to port.

Oh and StuffIt is useless because the vast majority of people cannot use it. And I don't think you should pay for the program to make them. Oh and if you are thinking I like zip, guess again. I prefer GZIP and TAR. Why? Because almost every archiver I've tried (WinZIP, 7Zip, StuffIt expander, Ark (Linux) ) can handle the formats.
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA Script Editor 1.0a2 in Blades of Avernum Editor
Warrior
Member # 246
Profile #5
Is it just me or has everything on this forum slowly becoming more Macintosh than Windows. :(

I downloaded it hoping the source was included. No such luck. Well at least this time the file wasn't big and wasn't in that useless StuffIt format.

[ Wednesday, March 31, 2004 23:09: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA Script Editor 1.0a2 in Blades of Avernum
Warrior
Member # 246
Profile #5
Is it just me or has everything on this forum slowly becoming more Macintosh than Windows. :(

I downloaded it hoping the source was included. No such luck. Well at least this time the file wasn't big and wasn't in that useless StuffIt format.

[ Wednesday, March 31, 2004 23:09: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
repairing a scenario [VoDT] in Blades of Avernum
Warrior
Member # 246
Profile #2
Is it just me or does everybody like killing those mobs? I'd think anybody who had played at least one of the other series would know not to try that. :P

Or you could just go by this plan: If it doesn't talk, kill it. :D

[ Tuesday, March 30, 2004 10:50: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00

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