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Is there any way to disable those quick-help things? in Avernum 4
Agent
Member # 2820
Profile #1
Do you mean the small strings of text that appear at the bottom of the world screen? I doubt there is a way to turn them off. I do not find them very obtrusive, and you need the text down there anyway because the game uses it often, like around signs and such.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Inventions in General
Agent
Member # 2820
Profile #34
In the real world, I think anything like that would eventually stop moving in a delicate equilibrium. I am curious, though, could it reach a constant speed in ideal, frictionless conditions?

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Why Did the People Die????!!!! Why!!!!!! in Geneforge Series
Agent
Member # 2820
Profile #22
The system is currently sophisticated enough to make fleeing NPCs and spies that run away to raise an alarm. Whether others can see your crime is even a part of the engine now. Really, I only want the addition of attitude groups, or at least subgroups within the generic "Friendly" group. This could be a major and worthwhile improvement. With this, a single map could seamlessly have two opposing factions whose attitudes toward the player are independent.

[ Friday, June 16, 2006 17:04: Message edited by: Garrison ]

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
left parenthesis? in Blades of Avernum Editor
Agent
Member # 2820
Profile #4
I am pretty sure Thralni wants to figure out how to do this numeric input script himself, though I do recommend at least looking at Kelandon's as a guide to help you along.

The parenthesis problem is not necessarily on the line given; this error just means that the "(" on that line does not have a matching ")" after it. Try looking at the lines after this one.

[ Friday, June 16, 2006 16:36: Message edited by: Garrison ]

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
left parenthesis? in Blades of Avernum
Agent
Member # 2820
Profile #4
I am pretty sure Thralni wants to figure out how to do this numeric input script himself, though I do recommend at least looking at Kelandon's as a guide to help you along.

The parenthesis problem is not necessarily on the line given; this error just means that the "(" on that line does not have a matching ")" after it. Try looking at the lines after this one.

[ Friday, June 16, 2006 16:36: Message edited by: Garrison ]

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
im new -help me with Bahssikava in Blades of Avernum
Agent
Member # 2820
Profile #9
Or, if you want more fighters available to deal with the drakes, you could switch your lead character right before you get to the special encounter so you will end up fighting one of your mages or priests instead. I find that since the monster AI makes bad spell decisions more than 50% of the time, you should be fine.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Slarty Does Spidweb in General
Agent
Member # 2820
Profile #10
Polypunous - adj. Having or involving many puns.

EDIT: Is there something deeper to the rearrangement of the title to "Tan Laxitive" that I am missing?

[ Thursday, June 08, 2006 13:37: Message edited by: Garrison ]

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Google and "More" in General
Agent
Member # 2820
Profile #11
What are you talking about? The search terms are saved just like on any other drop-down box. The URL is saved for Yahoo! just like any other search engine.

I do not care what some might say; Google is an excellent search engine for almost any topic. I have always been able to find what I need using it and without any pain or trouble. The advertisements are unintrusive as well.

All I have to say for Video Google is that there is a reason why it is still beta.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
One thing say and ask in Avernum 4
Agent
Member # 2820
Profile #3
I believe if you put a piece of trash near your piles of loot it will disappear before any of your stuff. It could act as an indicator of sorts to protect you from overloading the item limit of the town.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum Editor
Agent
Member # 2820
Profile #8
Well, according to this system, the daylight lasts 50% longer than in real life. The sun would set at 9:00 p.m. and rise at 3:00 a.m. I wonder if anyone else wants to have a watch in their scenario...

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum
Agent
Member # 2820
Profile #8
Well, according to this system, the daylight lasts 50% longer than in real life. The sun would set at 9:00 p.m. and rise at 3:00 a.m. I wonder if anyone else wants to have a watch in their scenario...

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum Editor
Agent
Member # 2820
Profile #6
Well, this was surprisingly irritating but I got it to work pretty elegantly using fun, functional math.

This is the basic version that will tell the time in 24 hour notation. I incorporated the leading zero for the minutes if the time is, for instance, 1:09. For a very good reason, 0:00 will not coincide with the day number changing perfectly. The difference does not accumulate, however, and the effect is essentially negligible.

daytick = get_current_tick() % 5000;
totalminutes = 0;
while (daytick > 875) {
daytick = daytick - 875;
totalminutes = totalminutes + 252;
}
totalminutes = totalminutes + (daytick * 36) / 125;
clear_buffer();
append_string("The time is ");
append_number(totalminutes / 60);
append_string(":");
if (totalminutes % 60 < 10)
append_string("0");
append_number(totalminutes % 60);
append_string(".");
get_buffer_text(str);
EDIT: Since I figured out the mechanics of it anyway, I decided to add some small modifications to make this a complete time-telling script with all the aesthetic frills.

// To coordinate the changing of the days
if (is_outdoor())
daytick = (get_current_tick() + 10) % 5000;
else if (is_town())
daytick = (get_current_tick() + 1) % 5000;
else daytick = get_current_tick() % 5000;

// To take care of the value limits on the variables
totalminutes = 0;
while (daytick > 875) {
daytick = daytick - 875;
totalminutes = totalminutes + 252;
totalminutes = totalminutes + (daytick * 36) / 125;

// Printing the time
clear_buffer();
append_string("The time is ");
placeholder = totalminutes / 60;
if (placeholder % 12 == 0)
append_number(12);
else append_number(placeholder % 12);
append_string(":");
if (totalminutes % 60 < 10)
append_string("0");
append_number(totalminutes % 60);
if (placeholder < 12)
append_string(" AM.");
else append_string(" PM.");
get_buffer_text(str);
print_str_color(str,2);


[ Thursday, June 01, 2006 20:17: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum
Agent
Member # 2820
Profile #6
Well, this was surprisingly irritating but I got it to work pretty elegantly using fun, functional math.

This is the basic version that will tell the time in 24 hour notation. I incorporated the leading zero for the minutes if the time is, for instance, 1:09. For a very good reason, 0:00 will not coincide with the day number changing perfectly. The difference does not accumulate, however, and the effect is essentially negligible.

daytick = get_current_tick() % 5000;
totalminutes = 0;
while (daytick > 875) {
daytick = daytick - 875;
totalminutes = totalminutes + 252;
}
totalminutes = totalminutes + (daytick * 36) / 125;
clear_buffer();
append_string("The time is ");
append_number(totalminutes / 60);
append_string(":");
if (totalminutes % 60 < 10)
append_string("0");
append_number(totalminutes % 60);
append_string(".");
get_buffer_text(str);
EDIT: Since I figured out the mechanics of it anyway, I decided to add some small modifications to make this a complete time-telling script with all the aesthetic frills.

// To coordinate the changing of the days
if (is_outdoor())
daytick = (get_current_tick() + 10) % 5000;
else if (is_town())
daytick = (get_current_tick() + 1) % 5000;
else daytick = get_current_tick() % 5000;

// To take care of the value limits on the variables
totalminutes = 0;
while (daytick > 875) {
daytick = daytick - 875;
totalminutes = totalminutes + 252;
totalminutes = totalminutes + (daytick * 36) / 125;

// Printing the time
clear_buffer();
append_string("The time is ");
placeholder = totalminutes / 60;
if (placeholder % 12 == 0)
append_number(12);
else append_number(placeholder % 12);
append_string(":");
if (totalminutes % 60 < 10)
append_string("0");
append_number(totalminutes % 60);
if (placeholder < 12)
append_string(" AM.");
else append_string(" PM.");
get_buffer_text(str);
print_str_color(str,2);


[ Thursday, June 01, 2006 20:17: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum Editor
Agent
Member # 2820
Profile #4
Hmm, this peaks my curiosity. I will take a quick look at it and see if the values are truly being constantly reset to 0. I will try using some parenthesis. This should only take a few minutes...

Update: I did the coding too quickly to remember a few important limitations of the engine. One, it processes equations right to left, so parenthesis are indeed necessary ( (daytick * 36) / 125 ). Two, the the engine can only handle integers up to 32767. I'll come up with a quick workaround for this, but it will not be pretty at all.

[ Thursday, June 01, 2006 15:05: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum
Agent
Member # 2820
Profile #4
Hmm, this peaks my curiosity. I will take a quick look at it and see if the values are truly being constantly reset to 0. I will try using some parenthesis. This should only take a few minutes...

Update: I did the coding too quickly to remember a few important limitations of the engine. One, it processes equations right to left, so parenthesis are indeed necessary ( (daytick * 36) / 125 ). Two, the the engine can only handle integers up to 32767. I'll come up with a quick workaround for this, but it will not be pretty at all.

[ Thursday, June 01, 2006 15:05: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum Editor
Agent
Member # 2820
Profile #1
I am going to post the code that I think will accomplish your goals, but you will have to test it yourself. Although I only skimmed your code, I think that the approach is flawed, though that is probably because you are not used to an engine that truncates all decimal or float values into integers.

// In case you do not know, the % operator returns the remainder of the division
// operation that would occur if the "%" was a "/"
daytick = get_current_tick() % 5000;

// Your 3.472 decimal is equal to 125/36. Dividing daytick by this yields the total
// number of minutes that have elapsed since the beginning of the current day, from
// which the hours and minutes can be determined.
totalminutes = daytick * 36 / 125;

hours = totalminutes / 60;
minutes = totalminutes % 60;


--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Clock Design in Blades of Avernum
Agent
Member # 2820
Profile #1
I am going to post the code that I think will accomplish your goals, but you will have to test it yourself. Although I only skimmed your code, I think that the approach is flawed, though that is probably because you are not used to an engine that truncates all decimal or float values into integers.

// In case you do not know, the % operator returns the remainder of the division
// operation that would occur if the "%" was a "/"
daytick = get_current_tick() % 5000;

// Your 3.472 decimal is equal to 125/36. Dividing daytick by this yields the total
// number of minutes that have elapsed since the beginning of the current day, from
// which the hours and minutes can be determined.
totalminutes = daytick * 36 / 125;

hours = totalminutes / 60;
minutes = totalminutes % 60;


--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Avernum V ideas in Avernum 4
Agent
Member # 2820
Profile #23
Have you played Avernum 4? The game brings back area-of-effect spells and you can put items into containers now. Those features are basically back, though they are implemented differently.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Easy/Med/Hard in Avernum 4
Agent
Member # 2820
Profile #1
The main difference is that the monsters have more health. I think they have a higher chance to hit and deal more damage, though you would have to confirm that yourself since I basically never play on anything other than Torment.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Show me the muscle in General
Agent
Member # 2820
Profile #18
It's hard for me to spell out exactly what I do for exercise, but I am fit and exceptionally strong for my size and build. However, the road to fitness was difficult because when I hit puberty my bones and tendons were weak while they were growing.

I suggest playing comining a fast-paced running sport, like basketball or soccer, with a precision game like baseball or football to improve one's overall sport skill. I ran half of a marathon last year, but I have not had a chance to run again this year because my doctor tells me that I absolutely must get some orthopedic shoes for my flat arches lest I run a marathon and tear ligaments in my knee.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Questions... in Avernum 4
Agent
Member # 2820
Profile #6
Blades of Exile if you plan to primarily stick with newer series like Avernum. E1 and E2 can be difficult to work with if you are used to E3 or Avernum style dialogue.

A1 is nice, but your aching finger muscles will appreciate A2 or A3 much more because the small improvements in user-interface will save you cramps in the morning.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Dwtd help SPOILERS in Blades of Avernum
Agent
Member # 2820
Profile #3
Just in case the message dialogs don't give you the hint, you're going to be fighting Vahkohs many times. Keep going deeper and deeper into his castle until something in the game tells you otherwise to find him after each successive death.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
If you kill an isolated guard... in Avernum 4
Agent
Member # 2820
Profile #1
If you kill someone without anyone else seeing, then the town should not become hostile if this is your first crime. However, attacking certain characters will always make the town hostile and killing too many guards also has this effect. I doubt there will be anything nice in that chest.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
What do H.E.R. and P.F.W. do? in Avernum 4
Agent
Member # 2820
Profile #8
I feel embarrassed; I have not played Avernum 4 in a while so I do not remember what new effects there are. Perhaps charming and poison apply?

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Do hit penalties for armor ever make a difference? in Avernum 4
Agent
Member # 2820
Profile #2
For a dedicated fighter, it does not take many points into the appropriate skills in order to max out the hit percentage. You will put far many more points into these skills after this to increase damage, so a mere -30% is like nothing later in the game.

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00

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