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Xian skull and GIFTS in Blades of Avernum Editor
Warrior
Member # 246
Profile #7
Even if I intended to add anything to the game files, they wouldn't have to be removed later since their presence would not affect other scenarios. I was mainly stating that if Jeff wanted to add sounds later on (say from future games he makes) that it would be extremely easy and therefore more likely of it happening.

As it is I haven't the software to enable me to add anything even if I wanted to. :(
Posts: 117 | Registered: Friday, November 2 2001 08:00
Xian skull and GIFTS in Blades of Avernum
Warrior
Member # 246
Profile #7
Even if I intended to add anything to the game files, they wouldn't have to be removed later since their presence would not affect other scenarios. I was mainly stating that if Jeff wanted to add sounds later on (say from future games he makes) that it would be extremely easy and therefore more likely of it happening.

As it is I haven't the software to enable me to add anything even if I wanted to. :(
Posts: 117 | Registered: Friday, November 2 2001 08:00
Xian skull and GIFTS in Blades of Avernum Editor
Warrior
Member # 246
Profile #4
I have a hunch the number of the sound effect is the number of it's position in the resource file. Other people might be able to add sounds to it and use a number to access that sound without having to modify the code.

Now all we need is for somebody to test it. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Xian skull and GIFTS in Blades of Avernum
Warrior
Member # 246
Profile #4
I have a hunch the number of the sound effect is the number of it's position in the resource file. Other people might be able to add sounds to it and use a number to access that sound without having to modify the code.

Now all we need is for somebody to test it. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
host the editor in Blades of Avernum Editor
Warrior
Member # 246
Profile #2
It can also be downloaded at: http://wfrobozz.tripod.com/BoAeditor.sit.bin

You'll need to right-click the link and either select "Save As" or "Save Link As" depending on your browser.
Posts: 117 | Registered: Friday, November 2 2001 08:00
host the editor in Blades of Avernum
Warrior
Member # 246
Profile #2
It can also be downloaded at: http://wfrobozz.tripod.com/BoAeditor.sit.bin

You'll need to right-click the link and either select "Save As" or "Save Link As" depending on your browser.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Disappointments in the editor in Blades of Avernum Editor
Warrior
Member # 246
Profile #3
quote:
Originally written by Walker White:

There probably should be a movement to add some improvements to the editor -- but let's wait until Jeff most of the bugs out of the main program first.
I agree. Plus we should wait until the Windows version of the editor has been released so that any changes we make can easily be added to that one also. ;)
Posts: 117 | Registered: Friday, November 2 2001 08:00
Disappointments in the editor in Blades of Avernum
Warrior
Member # 246
Profile #3
quote:
Originally written by Walker White:

There probably should be a movement to add some improvements to the editor -- but let's wait until Jeff most of the bugs out of the main program first.
I agree. Plus we should wait until the Windows version of the editor has been released so that any changes we make can easily be added to that one also. ;)
Posts: 117 | Registered: Friday, November 2 2001 08:00
Can someone send me the editor? in Blades of Avernum Editor
Warrior
Member # 246
Profile #7
I've uploaded it to my Tripod account. Right-click and select save-as on the following url.

http://wfrobozz.tripod.com/BoAeditor.sit.bin

Took all of five minutes to transfer it using a remote high-speed server via telnet. Why didn't I think of this before? :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Can someone send me the editor? in Blades of Avernum
Warrior
Member # 246
Profile #7
I've uploaded it to my Tripod account. Right-click and select save-as on the following url.

http://wfrobozz.tripod.com/BoAeditor.sit.bin

Took all of five minutes to transfer it using a remote high-speed server via telnet. Why didn't I think of this before? :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
What complete boredom produces... in General
Warrior
Member # 246
Profile #4
Nice. The grass was getting kind of boring. IMAGE(wink0000.gif)

It's odd that Jeff didn't make the frame perfectly fit, but maybe he did that on purpose.

Funny. UltraEdit is written for Windows and it can read everything but Windows formats.

Edit: Almost forgot to mention. You wouldn't happen to know anything about the pseudo-3d tiles that Avernum uses would you? IMAGE(biggrin0.gif)

[ Thursday, March 25, 2004 18:50: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Can someone send me the editor? in Blades of Avernum Editor
Warrior
Member # 246
Profile #6
No I'm afraid that won't do either. Notice the sign up section of ezrs.com, it says "Addresses provided by free E-mail sites are not acceptable (e.g. yahoo.com, hotmail.com ...)".

I say somebody with a fast connection should just put a copy on their website (if they have one). Or else he should try Spidweb's ftp account again.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Can someone send me the editor? in Blades of Avernum
Warrior
Member # 246
Profile #6
No I'm afraid that won't do either. Notice the sign up section of ezrs.com, it says "Addresses provided by free E-mail sites are not acceptable (e.g. yahoo.com, hotmail.com ...)".

I say somebody with a fast connection should just put a copy on their website (if they have one). Or else he should try Spidweb's ftp account again.
Posts: 117 | Registered: Friday, November 2 2001 08:00
What complete boredom produces... in General
Warrior
Member # 246
Profile #0
Does this work for anybody else? http://wfrobozz.tripod.com/exilec.zip

I got bored one day so I sat down with C and SDL and the result was the above program. It's an ~288k zipfile containing source, windows binary, and a few picture files from Exile 3 I believe (maybe BoE though).

Don't expect it to do anything fancy. The controls are the cursor keys and the escape to exit the program. In fact don't expect it to look good either. I had a few issues I never could figure out. Namely the grid-look. IMAGE(frown000.gif)

Edit: Before I forget, I tried to make the code require as little effort to port as possible. All you should need is a compiler for your platform and a copy of SDL available at http://www.libsdl.org/

[ Wednesday, March 24, 2004 20:45: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Can someone send me the editor? in Blades of Avernum Editor
Warrior
Member # 246
Profile #4
quote:
Originally written by lost_king:

Please send it to: Lets_hunt_orc@hotmail.com
I hate to tell you this, but Hotmail won't allow for an attachment over I believe 1mb (perhaps it is 2). So you are going to have a problem with the ~5mb editor.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Can someone send me the editor? in Blades of Avernum
Warrior
Member # 246
Profile #4
quote:
Originally written by lost_king:

Please send it to: Lets_hunt_orc@hotmail.com
I hate to tell you this, but Hotmail won't allow for an attachment over I believe 1mb (perhaps it is 2). So you are going to have a problem with the ~5mb editor.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Xian skull and GIFTS in Blades of Avernum Editor
Warrior
Member # 246
Profile #2
These might be the other sounds:

113 – talking skull 1
114 – talking skull 2
115 – talking skull 3

Maybe Jeff will either add more sound effects later or allow for custom ones to be used. :)
Posts: 117 | Registered: Friday, November 2 2001 08:00
Xian skull and GIFTS in Blades of Avernum
Warrior
Member # 246
Profile #2
These might be the other sounds:

113 – talking skull 1
114 – talking skull 2
115 – talking skull 3

Maybe Jeff will either add more sound effects later or allow for custom ones to be used. :)
Posts: 117 | Registered: Friday, November 2 2001 08:00
Bye-Bye Damage Cap in Blades of Avernum
Warrior
Member # 246
Profile #8
quote:
Originally written by Kelandon:

Well, I was talking about VoDT, where pretty much everything is level 1. That is a good point, though; we as scenario designers could and probably should make higher levels of spells available in low-level scenarios in order to make spellcasting worthwhile.
Another thing the designer could do is make the monsters more vulnerable to spells (reduce immunities, etc) and less vulnerable to melee (increase armor, etc). That might do the trick also.

If enough people complain about it, Jeff might go in and fix it.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Post yer monster scripts here in Blades of Avernum Editor
Warrior
Member # 246
Profile #5
quote:
Originally written by Newtfeet:

You can control where the monster moves to but not what path it uses, and you also can't make it teleport.
I would think Jeff could add teleporting without too much trouble. Just have it designed to modify the internal x and y coordinates.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Post yer monster scripts here in Blades of Avernum
Warrior
Member # 246
Profile #5
quote:
Originally written by Newtfeet:

You can control where the monster moves to but not what path it uses, and you also can't make it teleport.
I would think Jeff could add teleporting without too much trouble. Just have it designed to modify the internal x and y coordinates.
Posts: 117 | Registered: Friday, November 2 2001 08:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 246
Profile #20
quote:
Originally written by Newtfeet:

The constants TRUE and FALSE exist, as well as ME (1, 0 and -1, respectively.)
I didn't mean internal constants. I meant the ability for the script writer to make his own.

Something like:

constants;
HALTED = 0;
RUNNING = 1;

[ Tuesday, March 23, 2004 19:16: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Post yer monster scripts here in Blades of Avernum Editor
Warrior
Member # 246
Profile #3
Why can't you control movement? I thought that was what was being done in the screenshot showing a cat chasing a mouse. Or do you mean during combat?
Posts: 117 | Registered: Friday, November 2 2001 08:00
Post yer monster scripts here in Blades of Avernum
Warrior
Member # 246
Profile #3
Why can't you control movement? I thought that was what was being done in the screenshot showing a cat chasing a mouse. Or do you mean during combat?
Posts: 117 | Registered: Friday, November 2 2001 08:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 246
Profile #18
Hmm. The scripts tell a good deal about the scripting engine. From what I observe, there doesn't seem to be support for expressions (ie a = 5 + 1) though there may be.

Another thing missing that would be useful is constant support but that can easily be mimicked by using variables (ie i_am_active = YES instead of i_am_active = 1).

The layout of the scripts (like marking the beginning of variable declarations) reminds me a bit of Pascal. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00

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