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VoDT Healing device in Blades of Avernum
Warrior
Member # 286
Profile #1
If I remember correctly, it's in the first part of the lower levels of the school, where all the gremlins are. Northwest corner, behind a secret passageway and a locked door.

Check the map in the walkthrough in the help file that comes with the game.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Dialogue in Blades of Avernum Editor
Warrior
Member # 286
Profile #3
Have you set the town's script to exactly "tempest" (without the quotes)? Failing that, do you get any script errors?

[ Sunday, September 05, 2004 14:36: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Dialogue in Blades of Avernum
Warrior
Member # 286
Profile #3
Have you set the town's script to exactly "tempest" (without the quotes)? Failing that, do you get any script errors?

[ Sunday, September 05, 2004 14:36: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
open locked doors with SDF? in Blades of Avernum Editor
Warrior
Member # 286
Profile #3
Actions together with code is fine. It's TWO actions at once that won't work.

I don't really know for sure why Jeff put actions in as well as calls. I suspect that he did it because actions are easier to use; you don't need to learn Avernumscript to use them.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
open locked doors with SDF? in Blades of Avernum
Warrior
Member # 286
Profile #3
Actions together with code is fine. It's TWO actions at once that won't work.

I don't really know for sure why Jeff put actions in as well as calls. I suspect that he did it because actions are easier to use; you don't need to learn Avernumscript to use them.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Bug list and suggestions in Blades of Avernum
Warrior
Member # 286
Profile #21
That's true. Well, at least there's a workaround. :)

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Sequal to Averum3 in Blades of Avernum
Warrior
Member # 286
Profile #40
Uh... let's not.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Bug list and suggestions in Blades of Avernum
Warrior
Member # 286
Profile #19
quote:
Originally written by Gorvin:

There is a way to search/use any object that you can currently look at, even if none of your party members are near it. First, click on the Look button. Second, use the buttons on the border of your view to scroll the screen around until the object is near the center. Third, click on the object to search it.
...

...

Jeff, can you hire me to write your code next time?

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
What things are you looking for in a scenario? in Blades of Avernum
Warrior
Member # 286
Profile #7
Plots are good. Good plots are even better.

Giving the player interesting choices (especially moral dilemmas) is always good; there's a reason why most people consider A Small Rebellion to be the best Blades scenario Jeff has ever written.

I find excessive combat extremely boring, unless it's made interesting. Making combat interesting is very difficult to do. Oh, and a note for all the newbies out there: Interesting does NOT mean uber-powerful monsters. Interesting means tactics; brains rather than brawn.

So to sum up everything I just said: I like something that gets me thinking, because that's when I get interested.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Bug list and suggestions in Blades of Avernum
Warrior
Member # 286
Profile #9
If Jeff's beam code is really that complicated, he needs to rewrite it completely. Constant refactoring is your friend, JV. :)

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Personality problems in Blades of Avernum Editor
Warrior
Member # 286
Profile #5
The manual is highly misleading about the name thing.

Not sure about the INTRO thing. Sorry.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Personality problems in Blades of Avernum
Warrior
Member # 286
Profile #5
The manual is highly misleading about the name thing.

Not sure about the INTRO thing. Sorry.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Artifacts Hall in Blades of Avernum
Warrior
Member # 286
Profile #10
Um... use your eyes.

Hint: Look at the first line of the first post in this thread. :P

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Item code list in Blades of Avernum Editor
Warrior
Member # 286
Profile #3
It's in the "Data" folder on PC, which is inside the folder where BoA is installed.

[ Saturday, August 21, 2004 16:00: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Item code list in Blades of Avernum
Warrior
Member # 286
Profile #3
It's in the "Data" folder on PC, which is inside the folder where BoA is installed.

[ Saturday, August 21, 2004 16:00: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Beta testers wanted for cross-platform script editor in Blades of Avernum Editor
Warrior
Member # 286
Profile #3
Yes, it depends on what version of Python you have installed. If you just chose the latest version of Python, that'll be the one for version 2.3 (PyXML-0.8.3.win32-py2.3.exe).

Sorry about the unhelpful Sourceforge-driven downloads, but I can't really do much about that. :(

Don't forget that if you want the actual script editor, you have to provide email address and the other details I asked for. :)

Edit: No need to announce it yet, really, seeing as it's only in beta testing at the moment. But whatever. :)

[ Saturday, August 21, 2004 15:54: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Beta testers wanted for cross-platform script editor in Blades of Avernum
Warrior
Member # 286
Profile #3
Yes, it depends on what version of Python you have installed. If you just chose the latest version of Python, that'll be the one for version 2.3 (PyXML-0.8.3.win32-py2.3.exe).

Sorry about the unhelpful Sourceforge-driven downloads, but I can't really do much about that. :(

Don't forget that if you want the actual script editor, you have to provide email address and the other details I asked for. :)

Edit: No need to announce it yet, really, seeing as it's only in beta testing at the moment. But whatever. :)

[ Saturday, August 21, 2004 15:54: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Beta testers wanted for cross-platform script editor in Blades of Avernum Editor
Warrior
Member # 286
Profile #0
I've made a BoA script editor in Python, and it needs testing. It should theoretically run on Windows, Mac, Unix/Linux, and any other platform that Python runs on. I've only tested it on Windows, though.

I know a script editor isn't nearly as flashy as, say, a 3D version of the main BoA editor (to pick a random example out of the air)... but I've been finding it much easier to use than a generic text editor. The syntax highlighting and calltips alone make a dedicated script editor worth it, in my opinion; I've been using this myself for a while, and it's quite a bit more convenient.

Being programmed in Python, it is completely open source; and as Python itself and the two independent libraries I'm using (wxPython and PyXML) are open source too, you'll be running on completely open software. Just in case you cared. :)

To run it, you will need the following programs and Python libraries installed:

- Python: http://www.python.org/
- wxPython: http://www.wxpython.org/
- PyXML: http://pyxml.sourceforge.net/

The editor (called "AvernumScript editor", imaginatively enough) has the following features:

- Multiple files open at once
- AvernumScript-specific syntax highlighting
- Calltips that display, when appropriate, both the syntax of function calls and their descriptions
- Auto indent (keeps the indentation from the previous line) and smart indent (automatically adjusts indentation as you type)
- Word wrap, templates, full find/replace and undo/redo capabilities, and a whole bunch of other little features
- If a string is over 254 characters (the limit), the characters that are over the limit display in bold dark red to let you know there's a problem, making it really easy to catch those annoying "String too long" errors before you get them.

Planned features include syntax checking (probably by using Khoth's script checker), spell checking for strings, a reformatting tool to fix indentation and such, the option of saving in different line ending formats, and preferences.

Anyways, to the point: It needs testing, especially on Mac. Any volunteers? Please provide your email address, operating system (MacOS, Windows, etc.), operating system version (MacOS 9/X, Windows 98/NT/2000/XP, etc.), and a rough indication of your hardware specs. Thanks!

[ Saturday, August 21, 2004 02:19: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Beta testers wanted for cross-platform script editor in Blades of Avernum
Warrior
Member # 286
Profile #0
I've made a BoA script editor in Python, and it needs testing. It should theoretically run on Windows, Mac, Unix/Linux, and any other platform that Python runs on. I've only tested it on Windows, though.

I know a script editor isn't nearly as flashy as, say, a 3D version of the main BoA editor (to pick a random example out of the air)... but I've been finding it much easier to use than a generic text editor. The syntax highlighting and calltips alone make a dedicated script editor worth it, in my opinion; I've been using this myself for a while, and it's quite a bit more convenient.

Being programmed in Python, it is completely open source; and as Python itself and the two independent libraries I'm using (wxPython and PyXML) are open source too, you'll be running on completely open software. Just in case you cared. :)

To run it, you will need the following programs and Python libraries installed:

- Python: http://www.python.org/
- wxPython: http://www.wxpython.org/
- PyXML: http://pyxml.sourceforge.net/

The editor (called "AvernumScript editor", imaginatively enough) has the following features:

- Multiple files open at once
- AvernumScript-specific syntax highlighting
- Calltips that display, when appropriate, both the syntax of function calls and their descriptions
- Auto indent (keeps the indentation from the previous line) and smart indent (automatically adjusts indentation as you type)
- Word wrap, templates, full find/replace and undo/redo capabilities, and a whole bunch of other little features
- If a string is over 254 characters (the limit), the characters that are over the limit display in bold dark red to let you know there's a problem, making it really easy to catch those annoying "String too long" errors before you get them.

Planned features include syntax checking (probably by using Khoth's script checker), spell checking for strings, a reformatting tool to fix indentation and such, the option of saving in different line ending formats, and preferences.

Anyways, to the point: It needs testing, especially on Mac. Any volunteers? Please provide your email address, operating system (MacOS, Windows, etc.), operating system version (MacOS 9/X, Windows 98/NT/2000/XP, etc.), and a rough indication of your hardware specs. Thanks!

[ Saturday, August 21, 2004 02:19: Message edited by: Crunchy Frog ]

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Code? in Blades of Avernum Editor
Warrior
Member # 286
Profile #16
The limit is a standard 255 characters, but the terminating null character (that C uses to mark the end of a string) is included in that. So the maximum number of characters you can enter is only 254.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Code? in Blades of Avernum
Warrior
Member # 286
Profile #16
The limit is a standard 255 characters, but the terminating null character (that C uses to mark the end of a string) is included in that. So the maximum number of characters you can enter is only 254.

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Erika's old quarters.... in Blades of Avernum
Warrior
Member # 286
Profile #15
So let me get this straight:

Year 775: School is closed. Previous to this, alien beasts were being studied there.

Year 833: Avernum 3. Alien beasts created.

Uh, Jeff? WHOOPS. :D

Unless of course the alien beasts were not actually CREATED by R-I, just brought to the surface from elsewhere; perhaps some Vahnatai caves that we've never seen (the word "alien" certainly seems to imply some Vahnatai connection). Does anyone remember any explicit references to R-I creating the alien beasts?

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Your opinion in Blades of Avernum Editor
Warrior
Member # 286
Profile #2
I always have too little inventory space anyway (even with all four characters); probably due to my habit of refusing to drop anything I've looted unless I really have to. :D (And I loot quite a bit.) So I never keep items like that.

The idea sounds nifty if the party actually has that item, but rather pointless if they don't. I'd suggest offering above market rate for the item, too, otherwise there's not much point in selling it to that person rather than anyone else.

One thing you could try is to have a shop selling one copy of the item a fair distance away from the person who wants the item. Then clever players could buy the item there, then sell it to the guy at a markup. :)

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Your opinion in Blades of Avernum
Warrior
Member # 286
Profile #2
I always have too little inventory space anyway (even with all four characters); probably due to my habit of refusing to drop anything I've looted unless I really have to. :D (And I loot quite a bit.) So I never keep items like that.

The idea sounds nifty if the party actually has that item, but rather pointless if they don't. I'd suggest offering above market rate for the item, too, otherwise there's not much point in selling it to that person rather than anyone else.

One thing you could try is to have a shop selling one copy of the item a fair distance away from the person who wants the item. Then clever players could buy the item there, then sell it to the guy at a markup. :)

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00
Blades of Avernum Center : Official Annoucement in Blades of Avernum
Warrior
Member # 286
Profile #19
The trouble is, there are already two script database, there are already two message boards for spreading news, and making more of them just decentralises things further. I appreciate what you're trying to do, but it's a little counter-productive. Of course every site wants to be the nexus of everything, but only one or two sites can achieve that, and I'm afraid that unless you do it much much better that they are, it will decentralise rather than centralise things.

I applaud your enthusiasm for going out and actively getting all the resources out there, but I can't help but feel that no matter how much you intend to do it now, sooner or later it has to wear off...

--------------------
Z: "I just feel so insignificant."
Psych: "You ARE. You're an ANT."
--Antz
Posts: 104 | Registered: Saturday, November 17 2001 08:00

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