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A thought about the line number "bug". in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #26
Dear Jeff,

E-mailed the script, but I neglected to say that I am mainly using Scintilla. I also use EditPad Pro and others - but each of them understands Mac/Windows line endings.

The problem is in the parser.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum
Apprentice
Member # 3517
Profile #26
Dear Jeff,

E-mailed the script, but I neglected to say that I am mainly using Scintilla. I also use EditPad Pro and others - but each of them understands Mac/Windows line endings.

The problem is in the parser.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #9
Dear Jeff,

Thanks for checking again - and for the new version.

Please don't think I'm being too 'pushy', but is it possible to make these upgrade/fixes in the form of patches, instead of having to download the entire app again?

I am unfortunately on a dial-up connection for the next few months, and it really is sloooow!, a patch of whatever size would be a lot less painful than the current 1.5 hours to download a new version. There may be others in a similar situation.

Thanks again,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum
Apprentice
Member # 3517
Profile #9
Dear Jeff,

Thanks for checking again - and for the new version.

Please don't think I'm being too 'pushy', but is it possible to make these upgrade/fixes in the form of patches, instead of having to download the entire app again?

I am unfortunately on a dial-up connection for the next few months, and it really is sloooow!, a patch of whatever size would be a lot less painful than the current 1.5 hours to download a new version. There may be others in a similar situation.

Thanks again,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #24
Dear Jeff,

Your points about the compiler are well taken. I still believe the other issue, related to a huge difference in actual line numbers, has yet to be addressed.

It is a definite possibility that the parser cannot differentiate between a Mac generated script and a Windows generated script, ie it doesn't understand or make use of the CRLF that is the common line-ender for Windows.

Have you received any scripts from Windows users that show that problem? If not I will semd you one showing an error, just for example, at line number 476, when in fact the entire script has less than 230 lines.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum
Apprentice
Member # 3517
Profile #24
Dear Jeff,

Your points about the compiler are well taken. I still believe the other issue, related to a huge difference in actual line numbers, has yet to be addressed.

It is a definite possibility that the parser cannot differentiate between a Mac generated script and a Windows generated script, ie it doesn't understand or make use of the CRLF that is the common line-ender for Windows.

Have you received any scripts from Windows users that show that problem? If not I will semd you one showing an error, just for example, at line number 476, when in fact the entire script has less than 230 lines.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #7
Dear Jeff,

I did check the docs, and I am using the keyboard combination ' }= '. Then the keyboard commands, such as SHIFT + g, etc. None of that works for me.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum
Apprentice
Member # 3517
Profile #7
Dear Jeff,

I did check the docs, and I am using the keyboard combination ' }= '. Then the keyboard commands, such as SHIFT + g, etc. None of that works for me.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
print_big_str_color() doesn't work and debug lite. in Tech Support
Apprentice
Member # 3517
Profile #0
1. print_big_str_color() doesn't work.

2. Debug mode (for me at least) is limited to use of print_num() and print_nums() functions, which are both called from within a script. None of the keyboard commands work.
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #20
This is a real problem, since scripts may be constantly revised in both Win and Mac versions. Is the game parser able to discriminate between these two types of line-ending tokens? ie CR for Mac, CRLF for Win. If not, this will occur, again and again.

Regards,

mrb

P.S. Asking Win users to convert to Mac text processors is not the solution, and a CRLF is the standard Win line-ender. I agree that a good text processor is needed by anyone serious about scripting - there are many available, freeware, shareware and commercial.
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum
Apprentice
Member # 3517
Profile #20
This is a real problem, since scripts may be constantly revised in both Win and Mac versions. Is the game parser able to discriminate between these two types of line-ending tokens? ie CR for Mac, CRLF for Win. If not, this will occur, again and again.

Regards,

mrb

P.S. Asking Win users to convert to Mac text processors is not the solution, and a CRLF is the standard Win line-ender. I agree that a good text processor is needed by anyone serious about scripting - there are many available, freeware, shareware and commercial.
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Request for additional functions/variables in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
I'd like to be able to define my own functions, but that seems to be impossible now, so in lieu of that, I'd like to ask if at least a few more useful functions could be exported.

My initial choices:
short max(short a,short b)
{if (a > b)return a;
else return b;}

short min(short a,short b){
if (a < b)return a;
else return b;}

short minmax(short min,short max,short k) {
if (k < min) return min;
if (k > max) return max;
return k;}
If these look familiar it's because they are just lifted from the editor source.

These would make scripting conditional loops a lot easier.

I'd also really like to have better user input, using storable string and integer variables with at least a local scope.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Request for additional functions/variables in Blades of Avernum
Apprentice
Member # 3517
Profile #0
I'd like to be able to define my own functions, but that seems to be impossible now, so in lieu of that, I'd like to ask if at least a few more useful functions could be exported.

My initial choices:
short max(short a,short b)
{if (a > b)return a;
else return b;}

short min(short a,short b){
if (a < b)return a;
else return b;}

short minmax(short min,short max,short k) {
if (k < min) return min;
if (k > max) return max;
return k;}
If these look familiar it's because they are just lifted from the editor source.

These would make scripting conditional loops a lot easier.

I'd also really like to have better user input, using storable string and integer variables with at least a local scope.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
print_big_str_color() not working? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #1
It is definitely not working.

I've received the 'unknown command print_big_str_color() on line 476'. BTW, my script has less than 230 lines.

This is one of the two remaining functions where integers can be printed (aside from the 2 debug print functions), so I'd really like it to be working.

Anyone else found this?

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
print_big_str_color() not working? in Blades of Avernum
Apprentice
Member # 3517
Profile #1
It is definitely not working.

I've received the 'unknown command print_big_str_color() on line 476'. BTW, my script has less than 230 lines.

This is one of the two remaining functions where integers can be printed (aside from the 2 debug print functions), so I'd really like it to be working.

Anyone else found this?

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #4
Thanks Shyguy,

I load it in LOAD_SCEN_STATE, which is where it should be, I think.

I can use print_num() and print_nums() functions, so part of it (the part referenced from within a script) is working, but none of the keybard commands seem to work.

Anybody else successful with this?
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum
Apprentice
Member # 3517
Profile #4
Thanks Shyguy,

I load it in LOAD_SCEN_STATE, which is where it should be, I think.

I can use print_num() and print_nums() functions, so part of it (the part referenced from within a script) is working, but none of the keybard commands seem to work.

Anybody else successful with this?
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #3
Thanks Shyguy,

I load it in LOAD_SCEN_STATE, which is where is should be, I think.

I can use print_num() and print_nums() functions, so part of it (the part referenced from within a script) is working, but none of the keybard commands seem to work.

Anybody else successful with this?
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum
Apprentice
Member # 3517
Profile #3
Thanks Shyguy,

I load it in LOAD_SCEN_STATE, which is where is should be, I think.

I can use print_num() and print_nums() functions, so part of it (the part referenced from within a script) is working, but none of the keybard commands seem to work.

Anybody else successful with this?
Posts: 40 | Registered: Sunday, October 5 2003 07:00
print_big_str_color() not working? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
I'm not completely sure about this, but it seems that this function doesn't work. The reason I'm not comepletely sure is the that the script I'm testing still has 1-2 errors, and this seems to be one of them. I will locate it eventually, but I thought I'd ask in this forum about one of the likely candidates.

Has anyone used it, is it working for you?

Thanks,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
print_big_str_color() not working? in Blades of Avernum
Apprentice
Member # 3517
Profile #0
I'm not completely sure about this, but it seems that this function doesn't work. The reason I'm not comepletely sure is the that the script I'm testing still has 1-2 errors, and this seems to be one of them. I will locate it eventually, but I thought I'd ask in this forum about one of the likely candidates.

Has anyone used it, is it working for you?

Thanks,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
Downloaded the new BoA with Debug mode enabled <btw, why not just a patch? It can't be more than a few byte of code that were changed.> and tried it again. No go.

Yes, I have put the turn_on_debug_mode() statement in my scenario script, and yes, I have used "} =" (that is SHIFT + ] then =, right?), still no go. I tried using SHIFT + g (ghost mode), etc, none of them work for me.

Does someone have this working?

Any help appreciated!

regards,

mrb

P.S. I do get the 'Debug mode enabled' dialog when loading the scenario, so some part of it is initialized.
Posts: 40 | Registered: Sunday, October 5 2003 07:00
debug mode still doesn't work (for me) in Blades of Avernum
Apprentice
Member # 3517
Profile #0
Downloaded the new BoA with Debug mode enabled <btw, why not just a patch? It can't be more than a few byte of code that were changed.> and tried it again. No go.

Yes, I have put the turn_on_debug_mode() statement in my scenario script, and yes, I have used "} =" (that is SHIFT + ] then =, right?), still no go. I tried using SHIFT + g (ghost mode), etc, none of them work for me.

Does someone have this working?

Any help appreciated!

regards,

mrb

P.S. I do get the 'Debug mode enabled' dialog when loading the scenario, so some part of it is initialized.
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #17
You might also look at NoteTab Lite, in addition to understanding Mac CR and Windows CRLF issues, it also has a built in macro facility.

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
A thought about the line number "bug". in Blades of Avernum
Apprentice
Member # 3517
Profile #17
You might also look at NoteTab Lite, in addition to understanding Mac CR and Windows CRLF issues, it also has a built in macro facility.

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00

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