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A modest proposal in Blades of Avernum Editor
Warrior
Member # 3082
Profile #21
Lets get this straight up front. I can't promise anything except maybe beta testing (if it is ever completed).
However, like Mr. Prophet of Doom, I'm a reasonably competent typist with some knowledge of a similar language (Java in my case). If you send me something to code and I have free time on my hands(this last part is very important), I'll try to send you something back that -I hope- functions.
Send it to d e r t e c h i e @ yahoo.com
Send dialog to the Prophet of Doom. I haven't done any dialog yet.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
A modest proposal in Blades of Avernum
Warrior
Member # 3082
Profile #21
Lets get this straight up front. I can't promise anything except maybe beta testing (if it is ever completed).
However, like Mr. Prophet of Doom, I'm a reasonably competent typist with some knowledge of a similar language (Java in my case). If you send me something to code and I have free time on my hands(this last part is very important), I'll try to send you something back that -I hope- functions.
Send it to d e r t e c h i e @ yahoo.com
Send dialog to the Prophet of Doom. I haven't done any dialog yet.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 3082
Profile #103
All I have to say is, this looks amazing. Add yet another argument to the list of reasons to get a Mac instead of a PC. I just hope Mortimer can port this. I don't have the knowledge or experience. I would love this idea even if it was just editing terrain in 3D.

[ Monday, September 20, 2004 16:00: Message edited by: Dark Elf ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 3082
Profile #103
All I have to say is, this looks amazing. Add yet another argument to the list of reasons to get a Mac instead of a PC. I just hope Mortimer can port this. I don't have the knowledge or experience. I would love this idea even if it was just editing terrain in 3D.

[ Monday, September 20, 2004 16:00: Message edited by: Dark Elf ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00
A problem with pants in Blades of Avernum Editor
Warrior
Member # 3082
Profile #1
Squirrel, this is possible, but I suggest you find a different use for it.
You would have to give the item a special class in the scenario script and then check for it with char_has_item_of_class_equip call. Check the item calls in the editor documentation appendix. However, this wouldn't work for items brought in from outside the scenario.
I reiterate my request that you find a different use for this. :rolleyes:
Posts: 54 | Registered: Saturday, June 7 2003 07:00
A problem with pants in Blades of Avernum
Warrior
Member # 3082
Profile #1
Squirrel, this is possible, but I suggest you find a different use for it.
You would have to give the item a special class in the scenario script and then check for it with char_has_item_of_class_equip call. Check the item calls in the editor documentation appendix. However, this wouldn't work for items brought in from outside the scenario.
I reiterate my request that you find a different use for this. :rolleyes:
Posts: 54 | Registered: Saturday, June 7 2003 07:00
General Question of Doom in Blades of Avernum Editor
Warrior
Member # 3082
Profile #10
I have two things to add to Kelandon's summary of necessary things.
#1 is testing. Big, nasty bugs can kill a scenario very, very fast. Even if you have a great plot and extremely interesting NPCs, all of this is useless if bugs make your scenario unwinnable. Test it yourself. Get other people to test it. Fix the bugs and have them test it again. Repeat.
#2, make sure those testers check your spelling. It's very minor and won't mess up your scenario, but spelling and grammar errors will annoy players and reviewers. If you keep spelling the teh and vahnatai vanati, no one will take you or your work seriously. Spell check your scenario, please.

Random unassociated note: I'm not an apprentice anymore! Yay!
Posts: 54 | Registered: Saturday, June 7 2003 07:00
General Question of Doom in Blades of Avernum
Warrior
Member # 3082
Profile #10
I have two things to add to Kelandon's summary of necessary things.
#1 is testing. Big, nasty bugs can kill a scenario very, very fast. Even if you have a great plot and extremely interesting NPCs, all of this is useless if bugs make your scenario unwinnable. Test it yourself. Get other people to test it. Fix the bugs and have them test it again. Repeat.
#2, make sure those testers check your spelling. It's very minor and won't mess up your scenario, but spelling and grammar errors will annoy players and reviewers. If you keep spelling the teh and vahnatai vanati, no one will take you or your work seriously. Spell check your scenario, please.

Random unassociated note: I'm not an apprentice anymore! Yay!
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Needing Betatesters in Blades of Avernum
Warrior
Member # 3082
Profile #58
Name: Dark Elf
Email: d e r t e c h i e @ y a h o o . c o m
Platform: Windows ME
Send it to me. I'll be happy to help squash any remaining bugs and typos.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
A problem: making game remeber where are the items in Blades of Avernum Editor
Warrior
Member # 3082
Profile #21
Garrison is right. Give this version of the idea up.
As far as the PCs are concerned, the town has a very active scavenger population. Add a few beggars running around, picking stuff up, peddling crude daggers, flagons, bowls and other nearly useless stuff, and maybe a toadstool. Have one character have a basement or other storage area safe from the scavengers. Charge a reasonable amount of money (about 10-20 coins) for its use. Make the basement a different town from the clone towns. Then, in either town, the PCs can get to their protected stuff.
Its also a much smaller number of calls for the CPU, and thus a much shorter wait when the town is entered.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
A problem: making game remeber where are the items in Blades of Avernum
Warrior
Member # 3082
Profile #21
Garrison is right. Give this version of the idea up.
As far as the PCs are concerned, the town has a very active scavenger population. Add a few beggars running around, picking stuff up, peddling crude daggers, flagons, bowls and other nearly useless stuff, and maybe a toadstool. Have one character have a basement or other storage area safe from the scavengers. Charge a reasonable amount of money (about 10-20 coins) for its use. Make the basement a different town from the clone towns. Then, in either town, the PCs can get to their protected stuff.
Its also a much smaller number of calls for the CPU, and thus a much shorter wait when the town is entered.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Creating Spells in Blades of Avernum Editor
Warrior
Member # 3082
Profile #1
Depends on what you mean. However, it undoubtedly involves scripting.
To give a creature such an ability, you can hardcode it into the creature script. There are several examples of this in the 4 basic scenarios.
Read the code for abilnpc (any) and t7maestro (Diplomacy with the Dead).
Special abilities for characters are coded into the scenario script. You initialize them in LOAD_SCEN_STATE, then you have them call a state later on for the actual ability. I know there's an example in the Za-Khazi Run.
For an item, you'll have to use the special item abilities which let them call scenario states. Then you script the ability, give your characters the item, cross your fingers and start debugging it. Babysitting contains some examples of this.
I hope this helps. Otherwise, you may find yourself digging through the appendix to find the calls you need. Good Luck.

EDIT: And, while I'm at it, I should welcome you to the boards here, SmirfOfDoom. So, Welcome.

[ Tuesday, September 07, 2004 15:48: Message edited by: Dark Elf ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Creating Spells in Blades of Avernum
Warrior
Member # 3082
Profile #1
Depends on what you mean. However, it undoubtedly involves scripting.
To give a creature such an ability, you can hardcode it into the creature script. There are several examples of this in the 4 basic scenarios.
Read the code for abilnpc (any) and t7maestro (Diplomacy with the Dead).
Special abilities for characters are coded into the scenario script. You initialize them in LOAD_SCEN_STATE, then you have them call a state later on for the actual ability. I know there's an example in the Za-Khazi Run.
For an item, you'll have to use the special item abilities which let them call scenario states. Then you script the ability, give your characters the item, cross your fingers and start debugging it. Babysitting contains some examples of this.
I hope this helps. Otherwise, you may find yourself digging through the appendix to find the calls you need. Good Luck.

EDIT: And, while I'm at it, I should welcome you to the boards here, SmirfOfDoom. So, Welcome.

[ Tuesday, September 07, 2004 15:48: Message edited by: Dark Elf ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Miscellany Shops in Blades of Avernum Editor
Warrior
Member # 3082
Profile #4
The shop doesn't need to change every time you shop there. It just needs to change every x ticks. I don't think most people would notice if the shop repeated its pattern every 20-30 days. You can set that up with a quick while loop or two.
Small scenarios are over in a week or two of game time. Larger ones could see repeats.
On the other hand, miscellany shops selling ANY item can be a bad idea. Crafty players can use them to outfit the whole party with Blessed Plate and similarly powerful items.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Miscellany Shops in Blades of Avernum
Warrior
Member # 3082
Profile #4
The shop doesn't need to change every time you shop there. It just needs to change every x ticks. I don't think most people would notice if the shop repeated its pattern every 20-30 days. You can set that up with a quick while loop or two.
Small scenarios are over in a week or two of game time. Larger ones could see repeats.
On the other hand, miscellany shops selling ANY item can be a bad idea. Crafty players can use them to outfit the whole party with Blessed Plate and similarly powerful items.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Which Spiderweb game would you like to live in in General
Warrior
Member # 3082
Profile #20
Definitely Geneforge... less repression there... just so long as I get to mess around with life. Barring that, set me up in Avernum. I'll find some way into the tower.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Leylines once more in General
Warrior
Member # 3082
Profile #13
Downloading the new demo now. Assuming the bug fixes work, this is going to be a pretty cool game. The screenshots look cool, but I'm assuming you're going to leave out the big graphics until the final release.

I agree with Omelette about the special terrain types. Otherwise I'll just stick skeletons on them and forget them.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Leylines once more in General
Warrior
Member # 3082
Profile #7
It's probably not a screensaver, since it hasen't crashed when I have left it.
My system is an HP Pavilion with a Celeron 733 and 192 MB RAM. Last I checked that was plenty. However, it's also running Windows ME. A few of my other games will randomly flicker to minimize, but they (usually) come back.
However, the fight bug is driving me into the hills. Can you write a patch or something so we can keep debugging this beta, or will we just have to wait for Leylines Beta/3?
I do like the new features, though, but I haven't gotten to try many of the new spells.
As for the %, it is definitely still playable.
Now for a bug. I was out scouting out the map, and came across a raider town. When I clicked their tech tree button, the game crashed. Error.txt called it a "normal exit".

Edit: Found the old thread. I'm not sure if you fixed this in Leylines Beta/2 or not, so I'll report it anyway. Might of Giants did not require mana to sustain in Beta/1, so I'd just enchant my whole army with it. I didn't try Eagle's Flight, but Rejuvenation did require 7 mana per turn. Strange. I'll check it in the current version.

[ Monday, September 08, 2003 14:25: Message edited by: Machiavellian Wizard ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Game recommendation? in General
Warrior
Member # 3082
Profile #10
Ahh, yes, Exile II. It was my first introduction to Spiderweb, and I loved it. Unfortunately, I never registered it. About 5 years later I rediscovered Spiderweb, and registered Avernum 2. That was a fun game, especially since I registered it and finally found out what was beyond that Vahnatai portal. Chapter 4 was great, as was the atmosphere you all keep mentioning. I also like Geneforge and it's openendedness, even if that openended plot messes with the atmosphere. If you want plot, play through the Exile/Avernum series, then get BOE (or BOA if it's out by then). Then get out here and discuss them on the boards with us!
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Hello there everyone....what game are you playing now? in General
Warrior
Member # 3082
Profile #72
Excellent! People talking about books, one medium of entertainment I can actually usually get my hands on for free! I must remember to mark this page.
Anyway, most of my current reading has been required. Has anyone here read Brave New World, Anthem, or The Count of Monte Cristo? I'm just finishing the last one.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Leylines once more in General
Warrior
Member # 3082
Profile #4
Well, I've never even seen C, let alone tried to program it, so a trigger based scripting language could go a long way towards helping those of us who have little or no experience with programming.

I've also experienced Omelette's bugs, and my random scenario map keeps bugging out on the second turn. Leylines will minimize, and then dies when I try to call it back up. I've only tried one scenario, but it gives me this error message in the Error file:
[ScrnErr] Failed to initialize the screen.
You should reboot your computer and try again.
If the problem persists there may be something wrong with your system setup.

Also, the little percentage readout in the bottom left corner is never anywhere near 100%. It may reach 90% in a city screen, the mirror, or other places, but it has been known to fall to 25% on the map screen, though it usually hangs around 50%.

Finally, where did the main Leylines beta topic go? I thought it was in the SubTerra forum, but I can't find it there anymore.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Please read and think about this... I implore you in General
Warrior
Member # 3082
Profile #35
Signed it. I've got a PC, but I like the Mac's GUI. Also, if waiting 2 months for GF2 is nasty,I imagine waiting until someone decides to port Myst 4 (in, say, 2018) is about 180 times nastier. Pity that half the software people out there are Micro-serfs. I hate monopolies.
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Will a Geneforge 2 Win Beta Test Happen? in General
Warrior
Member # 3082
Profile #4
Previous experience required!?! Great... now I'll never get to beta test. :( Anybody know anywhere to get "previous experience" that doesn't require it?
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Some ideas... in Blades of Avernum
Warrior
Member # 3082
Profile #4
Relearning spells and skills every third scenario is not 'fun' XYZ.
A skill/spell editor will not happen. For Jeff's rationale, see this link. It's the second titled topic. I don't think Jeff caved on this one. He did give us a way to put items on adjacent spaces.
While this has been discussed to death, Julmuri's relatively new. Cut him some slack.
And Julmiri, welcome.

Edit: Found a few of Jeff's old posts. He said he might have a way to make customized, untargetable spells with scripts. We also might be able to disable spells (I think). You could make special spells with special node chains in BOE. However, there will be nothing quite as drastic as a spell editor.

[ Sunday, July 27, 2003 11:32: Message edited by: Machiavellian Wizard ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00
Leaders of the Empire? in Blades of Avernum
Warrior
Member # 3082
Profile #30
Emperor Stewart closed the Vale School. This would have been a major part of the crackdown to bring all the mages under direct Imperial control. Since this is (by your reckoning) 41 years into his reign, the crackdown was probably his policy, not a continuation of a previous Emperor's. This centralization of mages was likely accomplished in the final years of Stewart's reign, and possibly the beginning of Hawthorne I's. The crackdown is major enough to be put onto a timeline. Give the man credit.

Edit: Just finished reading *i's post. He's right. However, this post is observation and logic, not writing history.

[ Monday, July 21, 2003 09:09: Message edited by: Machiavellian Wizard ]
Posts: 54 | Registered: Saturday, June 7 2003 07:00

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