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Creature types? in Blades of Avernum Editor
Warrior
Member # 246
Profile #1
You are misreading it. Below is a section of the manual concerning custom creations:

"A scenario can have up to 255 creature types, numbered 1 to 255. Creature type 0 is reserved t o
be a Null (empty) creature."
Posts: 117 | Registered: Friday, November 2 2001 08:00
Creature types? in Blades of Avernum
Warrior
Member # 246
Profile #1
You are misreading it. Below is a section of the manual concerning custom creations:

"A scenario can have up to 255 creature types, numbered 1 to 255. Creature type 0 is reserved t o
be a Null (empty) creature."
Posts: 117 | Registered: Friday, November 2 2001 08:00
too bad.... in Blades of Avernum
Warrior
Member # 246
Profile #18
quote:
Originally written by Zorro:

The pros to buying a G5
(1) First personal computer with 64 bit computing and an OS that supports it (Longhorn, the next version of Windows OS is rumored to be 64 bit, but is still more than a year and a half away.)
(2) Incredible video editing tools at very reasonable prices.
(3) Stable, mature OS based on BSD Unix and a more secure environment as far as worms and virii are concerned.

The cons of buying a G5
(1) Price - a decently-equipped G5 will cost you 2 to 4 thousand dollars.
(2) Less available software - especially games.
(4) You will lose your current library of software, since, obviously, it is written for windows - unless you buy Microsoft's virtual PC, which raises the total price another $200.

First 64-bit is Longhorn? Funny. I could've sworn it was XP: http://www.microsoft.com/windowsxp/64bit/

The only reason Macintosh has less viruses is because it isn't as widely used as Windows is. Just look at all the bugs being found in Linux now that it is being used more and more. If enough people started using Macs, then more and more problems would be found. Oh and I think the NT line (includes 2000 and XP) was based off of Unix to some degree.

$2000-4000 for a computer is not bad compared to the Silicon Graphics systems that run well over that. Plus if you do graphics stuff it would be worth it.

Virtual PC for $200. Not too bad considering the cost of buying a separate computer to run Windows.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Floor posion/disease special property in Blades of Avernum Editor
Warrior
Member # 246
Profile #4
quote:
Originally written by Spidweb:

In all versions of BoA after Mac v1.0, swamp and disease terrain will have a straight up 50% chance of inflicting their effect.
How about instead of making it only one setting, so you could set the percentage for the tile type?

[ Monday, March 22, 2004 18:10: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Floor posion/disease special property in Blades of Avernum
Warrior
Member # 246
Profile #4
quote:
Originally written by Spidweb:

In all versions of BoA after Mac v1.0, swamp and disease terrain will have a straight up 50% chance of inflicting their effect.
How about instead of making it only one setting, so you could set the percentage for the tile type?

[ Monday, March 22, 2004 18:10: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
First impressions of the demo in Blades of Avernum
Warrior
Member # 246
Profile #5
Sounds as if Jeff is trying his best here. Instead of just porting the old stuff it sounds like he's creating nearly all of it from scratch.

Can't wait for the Windows version to come out.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Mac or PC? in General
Warrior
Member # 246
Profile #4
For mac it should be "I am a slave to Apple since they're the only company that sells hardware and therefore can charge a great deal more".

Okay you're right. That was flamming.

Best thing is to have a little patience. Or buy a used Mac. IMAGE(biggrin0.gif)
Posts: 117 | Registered: Friday, November 2 2001 08:00
So, could you tell a windows user what's been changed? in Blades of Avernum
Warrior
Member # 246
Profile #2
The editor is open source and is available at http://www.spiderwebsoftware.com/avernum/blades/scen_workshop.html

As for new stuff. Well considering it is using Avernum's engine I would imagine the stuff in it is very similar to Avernum 1/2/3.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Download? in Blades of Avernum
Warrior
Member # 246
Profile #3
quote:
Originally written by Fineghal:

Took aproximately 4-5 hours
Maybe you also need something to fix your modem. What are you using? A 4800?! My 28.8k can download approximately 6mb per hour without a manager to speed it up.

Oh and if you want a manager, here is one that doesn't nag you about registering: http://www.tucows.com/preview/252208.html

[ Saturday, March 20, 2004 08:52: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA question... in Blades of Avernum Editor
Warrior
Member # 246
Profile #7
To get back on topic, I would think if the script kept running after the player died then you could have it teleport the party to a healer and revive one or more characters to continue.
Posts: 117 | Registered: Friday, November 2 2001 08:00
BoA question... in Blades of Avernum
Warrior
Member # 246
Profile #7
To get back on topic, I would think if the script kept running after the player died then you could have it teleport the party to a healer and revive one or more characters to continue.
Posts: 117 | Registered: Friday, November 2 2001 08:00
documentation for windows users in Blades of Avernum Editor
Warrior
Member # 246
Profile #4
quote:
Originally written by coreyh:

The download I found for stuff expander on the aladdin website was bundled with trial version of stuffit and was 8 mb.
Hate to say this, but you didn't need to download that big a file. I grabbed an outdated copy (6.0) and it was able to handle it. This one is only 2.4mb. :D

Grab it here: ftp://ftp.aladdinsys.com/pub/_old/pc/StuffIt_Expander/exp60.exe

At anyrate... time to go download good ole MinGW. I wonder if this code can be compiled under Windows without too much effort.

Edit: Okay scratch that idea.

[ Saturday, March 20, 2004 08:37: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
documentation for windows users in Blades of Avernum
Warrior
Member # 246
Profile #4
quote:
Originally written by coreyh:

The download I found for stuff expander on the aladdin website was bundled with trial version of stuffit and was 8 mb.
Hate to say this, but you didn't need to download that big a file. I grabbed an outdated copy (6.0) and it was able to handle it. This one is only 2.4mb. :D

Grab it here: ftp://ftp.aladdinsys.com/pub/_old/pc/StuffIt_Expander/exp60.exe

At anyrate... time to go download good ole MinGW. I wonder if this code can be compiled under Windows without too much effort.

Edit: Okay scratch that idea.

[ Saturday, March 20, 2004 08:37: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Where's the editor? in Blades of Avernum Editor
Warrior
Member # 246
Profile #6
quote:
Originally written by Spidweb:

"Not distributing the editor with the demo version would be a foolish thing to do anyway."

Heh. You don't get to pay our bandwidth fees.

That was my first guess.

My second was file size reduction for people who don't particularly want the editor. Some people may just want to play scenarios. With the editor attached it probably would have been at the most 4mb bigger for 18mb. Nasty for even a 56k modem. :(
Posts: 117 | Registered: Friday, November 2 2001 08:00
Where's the editor? in Blades of Avernum
Warrior
Member # 246
Profile #6
quote:
Originally written by Spidweb:

"Not distributing the editor with the demo version would be a foolish thing to do anyway."

Heh. You don't get to pay our bandwidth fees.

That was my first guess.

My second was file size reduction for people who don't particularly want the editor. Some people may just want to play scenarios. With the editor attached it probably would have been at the most 4mb bigger for 18mb. Nasty for even a 56k modem. :(
Posts: 117 | Registered: Friday, November 2 2001 08:00
Developer's Update (March, 2004) in Blades of Avernum
Warrior
Member # 246
Profile #17
quote:
Originally written by Order of the Black Griffon:

Aw man, I was looking forward to Final Fantasy 3 style damage!
I'm sure if you wanted more damage you could easily search the executable for the number 199 ("C7" in hex) and change it. Though if the compiler does what I think it does you could only jump it up to 255.

[ Monday, March 15, 2004 22:01: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
When will it come out? in Blades of Avernum
Warrior
Member # 246
Profile #5
If Jeff is planning on releasing the editor as open source then perhaps he is cleaning the code up and commenting it.

But the most likely possibility is bug removal. And he can do that for as long as he wants. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Developer's Update in Blades of Avernum
Warrior
Member # 246
Profile #75
quote:
Originally written by MiridiMordonis:

I would have said the best method of ensuring maximum income would have been to use a demo version that is capped and has no activation keys system and use a secure server( or just part of a server) with SSL for people to download the full version when they have paid, would require some overheads setting up the server to handle it and would also require orders received by post to be manually added to the system but overall when impletmented would offer the best compromise.
Heh. You bet it would. Stardock uses such a method and as far as I can tell it's almost entirely foolproof.

The only thing about capping it is you'd have to do more than insert a single command to stop the demo otherwise somebody would simply hack that out.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Developer's Update in Blades of Avernum
Warrior
Member # 246
Profile #56
quote:
Originally written by pie:

Evil!!! Stay awaaay!!!!! :mad:
That's just WRONG, not least because of your ABYSMAL spelling of Shareware! :rolleyes:
Besides, registered BoE was shipped on a floppy disc or CD, and all Jeff's other games use a different code based on one randomised the first time you start the program up.

You forgot about another game shipped on CD. Nethergate. I searched once for fun and never found a single site that carried illegally. So the CD idea must have worked to some degree.

As for passwords... they are easily broken. It wouldn't really surprise me if, once again, Jeff went with disks or CDs.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Beta-Testing Appliaction Page open for Blades of Avernum in Blades of Avernum
Warrior
Member # 246
Profile #3
quote:
Originally written by [E.E.P.:
Karzoth]
Wish... I... still... had... a Mac...
I had one. Doubt it could run this though.

Too bad they don't make a version of the game for Linux. I don't have Windows either. And I somewhat doubt it'll run in Wine with as much success as BoE had. :(

[ Wednesday, January 14, 2004 11:05: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Developer's Update in Blades of Avernum
Warrior
Member # 246
Profile #13
quote:
Originally written by Happy Nephil:

I can only think of one flaw with open sourcing the editor. Someone could change the editor so that it doesnt bother asking about the password for passworded scenarios. Of course, being open source and all, someone could make more ways to protect your scenario, but its something to think about.
And even if somebody didn't have the ability to do that, most likely they'd still be able to reach the scripts. So even then it'd be insecure.

And maybe with it open sourced, somebody can write a scripting engine for BoE that compiles into nodes. Flex and bison anyone? :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
1 problem Alorael in General
Warrior
Member # 246
Profile #32
I say the admins make a section called RP and move all related topics to that section. That's the easiest way to deal with it.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Point 'n Click in Blades of Avernum
Warrior
Member # 246
Profile #4
quote:
Originally written by Waffle Guy:

Maybe we could start a fund to pay Jeff to make these changes. I could chip in $50.
We already have a fund started. It's called registration. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #34
quote:
Originally written by Kennedy:

This is something that an intelegent monster should have to figure out, for example if attacks on your fighter do low damage but attacks on your mage do higher damage then the monster should figure out that the mage is the better target choice.
Sounds like you're saying that monsters should be developed to have their own memory so they have to learn individually. Sounds like an interesting task. Can somebody say "neural net"?
Posts: 117 | Registered: Friday, November 2 2001 08:00
Um, Help in General
Warrior
Member # 246
Profile #7
code:#include <windows.h>

void setcolor(WORD forecolor, WORD backcolor)
{
HANDLE screen = GetStdHandle(STD_OUTPUT_HANDLE);

SetConsoleTextAttribute(screen, forecolor + (backcolor << 4));
}

void gotoxy(WORD x, WORD y)
{
HANDLE screen = GetStdHandle(STD_OUTPUT_HANDLE);
COORD position;

position.X = x;
position.Y = y;
SetConsoleCursorPosition(screen, position);
}

int main(int argv, char *argc[])
{
setcolor(15, 1);
gotoxy(5, 5);
printf("Hello world\n");

return 0;
}[/code]
Posts: 117 | Registered: Friday, November 2 2001 08:00

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