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The Community Is Criminally Ignorant: A Study in Blades of Avernum
Warrior
Member # 3610
Profile #70
Rehtorical. =) I'm just suggesting, indirectly, that there might be a better place for that topic, as this dicsussion is straying from it's original one.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
The Community Is Criminally Ignorant: A Study in Blades of Avernum
Warrior
Member # 3610
Profile #68
Can somebody please explain to me how the fact that someone got banned or the reasons for the same have any bearing on Blades of Avernum or the state of ignorance, or lack thereof, of the community?
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
"Base Script" in Blades of Avernum Editor
Warrior
Member # 3610
Profile #4
Okay...ahm let me try and express this better.

There are a set of base graphics that ship with Blades. The Louvre has a wonderful set of additional graphics. Now, it stands to reason that some graphics will probably be used more than others. If someone comes out with an increadible snow floor, or a sand floor, or an arms rack terrain, or perhaps a really useful new wall set, then it stands to reason that these things will tend to be used more than a highly scenario-specific customized unit standard, for instance, or some kind of limbo floor. Well, for the graphics that see a lot of use, wouldn't it make much more sense to make a sort of "graphics expansion pack" so that every time a scenario is downloaded, you don't have to download the same graphics? That way if my scenario uses a bunch of wierd graphics, but also a bunch of fairly common but non-original graphics, I can include only the wierd ones and make everyone else's life easier.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
"Base Script" in Blades of Avernum
Warrior
Member # 3610
Profile #4
Okay...ahm let me try and express this better.

There are a set of base graphics that ship with Blades. The Louvre has a wonderful set of additional graphics. Now, it stands to reason that some graphics will probably be used more than others. If someone comes out with an increadible snow floor, or a sand floor, or an arms rack terrain, or perhaps a really useful new wall set, then it stands to reason that these things will tend to be used more than a highly scenario-specific customized unit standard, for instance, or some kind of limbo floor. Well, for the graphics that see a lot of use, wouldn't it make much more sense to make a sort of "graphics expansion pack" so that every time a scenario is downloaded, you don't have to download the same graphics? That way if my scenario uses a bunch of wierd graphics, but also a bunch of fairly common but non-original graphics, I can include only the wierd ones and make everyone else's life easier.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Good Sites in General
Warrior
Member # 3610
Profile #6
As someone who used to regularly visit Heaven Games, and still converse occasionally with their top brass, I can say that the sites are excelent. However, I agree that it is quite blatant spam. Additionally, since I left the community, I believe that some of the newest sites have gone down hill (not having anything to do with me, just a conincidence).
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Being kept out of Sharimik in The Avernum Trilogy
Warrior
Member # 3610
Profile #8
I think (basing it on Exile III, since I haven't tried this particular gambit with Avernum 3) that Ernest's portal drops you off in the inter-gate area of the town enterance. You can't go through the inner gate though.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
"Base Script" in Blades of Avernum Editor
Warrior
Member # 3610
Profile #2
Humm...I think the name was a bit of a misnomer. I was sorta thinking like a downloadable pack of additional graphics.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
"Base Script" in Blades of Avernum
Warrior
Member # 3610
Profile #2
Humm...I think the name was a bit of a misnomer. I was sorta thinking like a downloadable pack of additional graphics.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
What's up with the Louvre? in Blades of Avernum Editor
Warrior
Member # 3610
Profile #4
May I suggest you read what he said when he last updated the Louvre?
You can find it here: http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000520#000000
Maybe there are some things that are slightly more important than updating the Louvre?
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
What's up with the Louvre? in Blades of Avernum
Warrior
Member # 3610
Profile #4
May I suggest you read what he said when he last updated the Louvre?
You can find it here: http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000520#000000
Maybe there are some things that are slightly more important than updating the Louvre?
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
DWTD - stuck in Blades of Avernum
Warrior
Member # 3610
Profile #9
If you could port it to BoA, I'd be really interested in seeing Erika's Legacy. It sounds really interesting.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
"Base Script" in Blades of Avernum Editor
Warrior
Member # 3610
Profile #0
There has been a lot of things about custom floors and terrains, so it got me thinking: What if someone combined a set of most majorly useful new floors and terrains into a pack. This could form a sort of "Standard Scenario Objects" packs. Maybe we could get Jeff to incorperate it into furture versions of BoA. Since you would just be adding it into the preexisting stuff, it shouldn't change anything.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
"Base Script" in Blades of Avernum
Warrior
Member # 3610
Profile #0
There has been a lot of things about custom floors and terrains, so it got me thinking: What if someone combined a set of most majorly useful new floors and terrains into a pack. This could form a sort of "Standard Scenario Objects" packs. Maybe we could get Jeff to incorperate it into furture versions of BoA. Since you would just be adding it into the preexisting stuff, it shouldn't change anything.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Scenario File Format in Blades of Avernum Editor
Warrior
Member # 3610
Profile #28
This is pretty much off the top of my head, and should not be taken for expert council. However, +t, the Russian Federation is still a party to the Berne Convention and the Paris Convention, as well as the TRIPS Accord, part of the Treaty of Geneva Establishing a World Trade Organization and the Uraguay Talks. She is also a member of the UN and accepts the rulings of WIPO. Under Article 14 of the TRIPS Accord, you would be in breach of Mr. Vogel's intelectual property rights, and should he follow through, I think the Russian Federation would not hesitate to give you up. Cheers and all.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Scenario File Format in Blades of Avernum
Warrior
Member # 3610
Profile #28
This is pretty much off the top of my head, and should not be taken for expert council. However, +t, the Russian Federation is still a party to the Berne Convention and the Paris Convention, as well as the TRIPS Accord, part of the Treaty of Geneva Establishing a World Trade Organization and the Uraguay Talks. She is also a member of the UN and accepts the rulings of WIPO. Under Article 14 of the TRIPS Accord, you would be in breach of Mr. Vogel's intelectual property rights, and should he follow through, I think the Russian Federation would not hesitate to give you up. Cheers and all.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
What would be the best call to use? in Blades of Avernum Editor
Warrior
Member # 3610
Profile #4
Oh, if it's an item that would unbalance other scenarios, then I would have some person at the end be so good as to "buy" the item off the party.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
What would be the best call to use? in Blades of Avernum
Warrior
Member # 3610
Profile #4
Oh, if it's an item that would unbalance other scenarios, then I would have some person at the end be so good as to "buy" the item off the party.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Statistical Survey in Blades of Avernum
Warrior
Member # 3610
Profile #11
Actually, there is almost as large a difference between the graphics in the first two Exiles and Exile III/Blades of Exile as there is between the latter games and the Avernum series. Looking simply at colors, E1/2 is 16, E3/BoE is 256, and A* is 16 bit color ("thousands"). That's quite a difference. Aditionally, the early Exiles have much rougher graphics than the later two.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Scenario File Format in Blades of Avernum Editor
Warrior
Member # 3610
Profile #5
I believe that the reason there is so much more stuff from Mac editors is that they have been there earlier. That said, the Blades of Avernum Editor, at the moment, is close enough to freeware that, if you wanted, you could port it to PocketPC no big. On the other hand, the reader for it, ie Blades of Avernum, is shareware, and you have no right to the copyrighted code. Additionally, the code for scenarios is likewise copyrighted, under shareware, and creating a reader for a copyrighted format is similary copyright infringement.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Scenario File Format in Blades of Avernum
Warrior
Member # 3610
Profile #5
I believe that the reason there is so much more stuff from Mac editors is that they have been there earlier. That said, the Blades of Avernum Editor, at the moment, is close enough to freeware that, if you wanted, you could port it to PocketPC no big. On the other hand, the reader for it, ie Blades of Avernum, is shareware, and you have no right to the copyrighted code. Additionally, the code for scenarios is likewise copyrighted, under shareware, and creating a reader for a copyrighted format is similary copyright infringement.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Small rebellion - A few questions in Blades of Avernum
Warrior
Member # 3610
Profile #2
There actually isn't all that much stuff you can do outside of the two main quests. There is an Ogre/Slit/Demon dungeon/town southwest of the ruined fort you need to enter for the first mission, and a Swampman dungeon in the sqamps. There is one witch fight in the northern swamps, and two hydra fights in the south-eastern swamp. There are tons of alchemical ingredients. Beyond that, as far as I know, there is nothin' else.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Pants of Power in Blades of Avernum
Warrior
Member # 3610
Profile #5
The editor uses the basic item set (corescendata.ini IIRC). Each scenario can use its own set of items (loaded from the scenario script). Each of the scenarios that come with Blades do so.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 3610
Profile #35
Venom, I have perhaps an easier idea. Why not make the carts move through their own tunnels? That's the way it is in a lot of mines. Then you could have a few carts each at the cross-tracks. You could even use a light system (using laser power globes) to notify the party when there is a train comming. That way if they try and cross the track, it's their own damn fault! The script is way simplified. The car just needs to move like 16 spaces in a straight line. If you want another track crossing, you just have one car getting to a certain point activate another car to move. An even easier way would be to have every car move simultaneously, every 32 moves or so. The player would only see one car at a time, so you would have a great illusion. Or maybe have the cars run in trenches of some kind? Though making a bridge could be a bit of a pain. Not sure how you'd do that. Just some thoughts.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Moving carts in Blades of Avernum
Warrior
Member # 3610
Profile #35
Venom, I have perhaps an easier idea. Why not make the carts move through their own tunnels? That's the way it is in a lot of mines. Then you could have a few carts each at the cross-tracks. You could even use a light system (using laser power globes) to notify the party when there is a train comming. That way if they try and cross the track, it's their own damn fault! The script is way simplified. The car just needs to move like 16 spaces in a straight line. If you want another track crossing, you just have one car getting to a certain point activate another car to move. An even easier way would be to have every car move simultaneously, every 32 moves or so. The player would only see one car at a time, so you would have a great illusion. Or maybe have the cars run in trenches of some kind? Though making a bridge could be a bit of a pain. Not sure how you'd do that. Just some thoughts.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beginner needing help in several areas in demo in Blades of Avernum
Warrior
Member # 3610
Profile #3
There's also a walkthrough in the manual.

Oh, and Kelandon c'est un CHEATER! ;-þ
Posts: 129 | Registered: Tuesday, October 28 2003 08:00

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