Profile for Garrison
Field | Value |
---|---|
Displayed name | Garrison |
Member number | 2820 |
Title | Agent |
Postcount | 1415 |
Homepage | |
Registered | Thursday, March 27 2003 08:00 |
Recent posts
Pages
Author | Recent posts |
---|---|
Mac and Windows Versions Just Patched in Blades of Avernum | |
Agent
Member # 2820
|
written Tuesday, October 12 2004 15:41
Profile
No. Only bugs were fixed, though I haven't checked on the status of broken calls. If he did not make all the town hostility calls work, then I will become very pessimistic about SF3. -------------------- 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 |
Some Problems in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Tuesday, October 12 2004 15:39
Profile
move_to_new_town() is the call you are looking for, but it might not work because it can only be called from the player stepping on a space. Why don't you just block the real boundaries of the town and place these specials in a convincing place? After all, the party can't leave to the outdoors when they can't walk out of town. -------------------- 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 |
Some Problems in Blades of Avernum | |
Agent
Member # 2820
|
written Tuesday, October 12 2004 15:39
Profile
move_to_new_town() is the call you are looking for, but it might not work because it can only be called from the player stepping on a space. Why don't you just block the real boundaries of the town and place these specials in a convincing place? After all, the party can't leave to the outdoors when they can't walk out of town. -------------------- 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 |
Moving carts in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Monday, October 11 2004 20:05
Profile
You have their scripts acting even while the party is at a distance, right? Unless there is something blocking them from reaching their destination, the move_to_loc_x_y call should cause the affected monster to move there directly, regardless of current distance from the location. Waypoints would definitely make things easier, but I think you can only have 8 per town. Our ability to fine tune and work closely with the pathing engine is very limited because of the lack of pathing calls, and the engine cannot calculate complex paths (nor any extra requirements for said paths). Because of this, making these moving cart creatures will be difficult. Finding a way to call a stop_moving function every time an obstruction is encountered would make things run in a stuttered, yet functioning fashion. But barring these tracks from the player would be the easiest course of action. If these carts are unnecessary to the scenario, have them just visible to the player to add atmosphere, but make only a few of them. They would be generally inaccessible to the party. [ Monday, October 11, 2004 20:09: 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 |
Moving carts in Blades of Avernum | |
Agent
Member # 2820
|
written Monday, October 11 2004 20:05
Profile
You have their scripts acting even while the party is at a distance, right? Unless there is something blocking them from reaching their destination, the move_to_loc_x_y call should cause the affected monster to move there directly, regardless of current distance from the location. Waypoints would definitely make things easier, but I think you can only have 8 per town. Our ability to fine tune and work closely with the pathing engine is very limited because of the lack of pathing calls, and the engine cannot calculate complex paths (nor any extra requirements for said paths). Because of this, making these moving cart creatures will be difficult. Finding a way to call a stop_moving function every time an obstruction is encountered would make things run in a stuttered, yet functioning fashion. But barring these tracks from the player would be the easiest course of action. If these carts are unnecessary to the scenario, have them just visible to the player to add atmosphere, but make only a few of them. They would be generally inaccessible to the party. [ Monday, October 11, 2004 20:09: 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 |
Indestructible zombie help in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Sunday, October 10 2004 15:23
Profile
Make sure the room that the zombies are in only have exterior type walls. You might be able to make an easter egg out of it, though. You kill a creature in the right place and a wall explodes! -------------------- 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 |
Indestructible zombie help in Blades of Avernum | |
Agent
Member # 2820
|
written Sunday, October 10 2004 15:23
Profile
Make sure the room that the zombies are in only have exterior type walls. You might be able to make an easter egg out of it, though. You kill a creature in the right place and a wall explodes! -------------------- 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 |
Weapon bonus damage in Blades of Avernum | |
Agent
Member # 2820
|
written Sunday, October 10 2004 14:34
Profile
I'm pretty sure the game generates 13 numbers from 1 to 5 in the case of your example. It may not be the most efficient way to do things, but then again, not much is going on at once anyway. -------------------- 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 |
Indestructible zombie help in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Saturday, October 9 2004 18:16
Profile
Unfortunately, you can't place terrain scripts dynamically as far as I know. I haven't tried placing a terrain with an inherent, attached terrain script while the game was running, so I encourage you to try that. How many monsters will have this self-resurrection ability? If the amount of monsters is less than 15, I think it would still be viable to put the script into the START_STATE of the town. Generally, script efficiency is not a huge, noticeable problem when it runs in combat mode, or after an important event (at least you have a reason for the slowdown). Therefore, if you can just make the code run after a creature dies, then things would work out. This might have been what you were trying to do with your original idea. If you activate and deactivate a certain terrain script that performs this resurrection function at the appropriate times, then everything should run pretty efficiently. By deactivate I mean change its script mode to 0 (only run every 8 turns when party is nearby). There could be multiple counters, variables, and SDFs for when, what, and where to resurrect the creatures. Since this might become complex if you have too many creatures, then you could have counterpart creatures with scripts that can keep running after the initial creature has died. Of course, you are using extra creature slots, but there are always limits. Placing the corpses will be difficult graphically unless you make sure that the creatures won't wander off to other types of floors and terrain. -------------------- 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 |
Indestructible zombie help in Blades of Avernum | |
Agent
Member # 2820
|
written Saturday, October 9 2004 18:16
Profile
Unfortunately, you can't place terrain scripts dynamically as far as I know. I haven't tried placing a terrain with an inherent, attached terrain script while the game was running, so I encourage you to try that. How many monsters will have this self-resurrection ability? If the amount of monsters is less than 15, I think it would still be viable to put the script into the START_STATE of the town. Generally, script efficiency is not a huge, noticeable problem when it runs in combat mode, or after an important event (at least you have a reason for the slowdown). Therefore, if you can just make the code run after a creature dies, then things would work out. This might have been what you were trying to do with your original idea. If you activate and deactivate a certain terrain script that performs this resurrection function at the appropriate times, then everything should run pretty efficiently. By deactivate I mean change its script mode to 0 (only run every 8 turns when party is nearby). There could be multiple counters, variables, and SDFs for when, what, and where to resurrect the creatures. Since this might become complex if you have too many creatures, then you could have counterpart creatures with scripts that can keep running after the initial creature has died. Of course, you are using extra creature slots, but there are always limits. Placing the corpses will be difficult graphically unless you make sure that the creatures won't wander off to other types of floors and terrain. -------------------- 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 |
Bug Report (I think) in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Saturday, October 9 2004 14:22
Profile
This is one of the bugs sent to Jeff in a big E-mail. It will be fixed in the next release. -------------------- 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 |
Bug Report (I think) in Blades of Avernum | |
Agent
Member # 2820
|
written Saturday, October 9 2004 14:22
Profile
This is one of the bugs sent to Jeff in a big E-mail. It will be fixed in the next release. -------------------- 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 |
Simple screen size question in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Saturday, October 9 2004 06:41
Profile
Oh I know that. Your 111 post thread is a huge billboard for it. I'm just stating the things that the Editor lacks. They are obviously not original observations; they usually aren't when someone has already added the features :P . -------------------- 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 |
Simple screen size question in Blades of Avernum | |
Agent
Member # 2820
|
written Saturday, October 9 2004 06:41
Profile
Oh I know that. Your 111 post thread is a huge billboard for it. I'm just stating the things that the Editor lacks. They are obviously not original observations; they usually aren't when someone has already added the features :P . -------------------- 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 |
Simple screen size question in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Friday, October 8 2004 17:24
Profile
The editor does not have (among other things): A resizable window, nor a resolution conforming one.A large number of hotkeys and shortcuts for somewhat common actions.Scrolling mechanisms for dialog boxes. If a few more fields were added to dialogs such as the outdoor encounter one, there would not be any more room on the screen!Zoom functions.Resizeable outdoors.Copying and pasting of section sof towns.Sampler tool for terrain and floors.An undo function.An easy way to load different sections of the outdoors and towns. (You must reference everything by number or coordinate.)An easy way to scroll diagonally and quickly from the keyboard. -------------------- 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 |
Simple screen size question in Blades of Avernum | |
Agent
Member # 2820
|
written Friday, October 8 2004 17:24
Profile
The editor does not have (among other things): A resizable window, nor a resolution conforming one.A large number of hotkeys and shortcuts for somewhat common actions.Scrolling mechanisms for dialog boxes. If a few more fields were added to dialogs such as the outdoor encounter one, there would not be any more room on the screen!Zoom functions.Resizeable outdoors.Copying and pasting of section sof towns.Sampler tool for terrain and floors.An undo function.An easy way to load different sections of the outdoors and towns. (You must reference everything by number or coordinate.)An easy way to scroll diagonally and quickly from the keyboard. -------------------- 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 |
VoDT Healing device in Blades of Avernum | |
Agent
Member # 2820
|
written Friday, October 8 2004 17:15
Profile
Not anything you couldn't get later on. But be sure to get the Strength Bracelet from the Enraged Demon in the Experiment Halls. There is a nice Flaming Longsword behind a barrier, as well as some nice Pants of Power. You will usually find usable magical items behind barriers. Using a Piercing Crystal to gain these disposables usually isn't worthwhile, unless the reward is more Piercing Crystals! But always save before using the crystals because they are in limited supply, and sometimes the rewards are very, very unimpressive. -------------------- 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 |
Unwanted magic teleporter!!! in Blades of Avernum | |
Agent
Member # 2820
|
written Friday, October 8 2004 17:11
Profile
If I remember correctly, the BoA Editor's Manual specifically stated to keep your town entrances a minimum of 4 spaces away from the outdoor section's edge. -------------------- 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 |
Bug list and suggestions in Blades of Avernum | |
Agent
Member # 2820
|
written Friday, October 8 2004 17:10
Profile
Jeff doesn't really have the time to test out the effectiveness and prices of each and every item, but he has done a pretty good job with consistency. But yes, these minutia sometimes annoy me. In general, rare or magical items will be worth a staggering amount more than their regular equivalent. But the nuance with the helms is quite pathetic. -------------------- 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 |
Ethics? in General | |
Agent
Member # 2820
|
written Friday, October 8 2004 17:07
Profile
If this discussion is about what is right and wrong, then the only reasonable answer is "it depends." There are no real universal morals because there are so many people. Even if we exclude the ascetics, extremists, outcast, and mentally ill, there will still be some beliefs that will be left out. If there is truly an Absolute in the universe, that does not mean there must be an exact system of morals. The judging entity might be a rigid, emotionless decider, but to be without emotion is to be without compassion and ethical mercy. As human beings, we wish malevolence upon our enemies and good for ourselves and loved ones. Of course, we only love to either be loved or to obtain some reward. If we did not want to live in working society, then there would not be a very good set of morals. Perhaps the only reason why we do good onto others is really because we want the same done onto ourselves. But that is an oversimplification in my opinion. -------------------- What do I put here? -Garrison Posts: 1415 | Registered: Thursday, March 27 2003 08:00 |
HL2 Mod Ideas? in General | |
Agent
Member # 2820
|
written Friday, October 8 2004 16:45
Profile
I would like to see a mod that emphasizes strengths and balances of weapons. The weapons should be futuristic, and the accuracy of weapons while moving should play a major role in combat strategy. -------------------- What do I put here? -Garrison Posts: 1415 | Registered: Thursday, March 27 2003 08:00 |
Exile vs. Avernum in The Avernum Trilogy | |
Agent
Member # 2820
|
written Tuesday, October 5 2004 14:48
Profile
Not quite. In the long winded and mostly redundant debates between Avernum and Exile, area of effect spells, more spells in general, and ambidextrous capability have been mentioned a few times. But I too am frustrated with Avernum's spell target system. -------------------- 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 |
Ok then, New question in Blades of Avernum | |
Agent
Member # 2820
|
written Tuesday, October 5 2004 14:44
Profile
Have you even tried to look for corescendata.txt? If your game works the way it should, then you have that file, or some Macified version of it. It is what defines all the default 'objects' (monsters, items, floors, terrain) and is loaded every time you run 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 |
Item Script help in Blades of Avernum Editor | |
Agent
Member # 2820
|
written Monday, October 4 2004 11:41
Profile
INIT_STATE should work for the cutscene, shouldn't it? -------------------- 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 |
Item Script help in Blades of Avernum | |
Agent
Member # 2820
|
written Monday, October 4 2004 11:41
Profile
INIT_STATE should work for the cutscene, shouldn't it? -------------------- 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 |