Profile for SpineRaker
Field | Value |
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Displayed name | SpineRaker |
Member number | 3920 |
Title | Apprentice |
Postcount | 40 |
Homepage | http://forum.neohat.net |
Registered | Saturday, January 24 2004 08:00 |
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Standardized community OBoE... in Blades of Exile | |
Apprentice
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written Sunday, July 8 2007 19:33
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Yeah--when re-programming something of this scale (even at how old it is) is underworks, I don't question the pros; I'm all ears. My C++ skills are,well...close to non-existent; I won't be using the code really. I just want the game back. I found out about the open source because my copy got nuked when I had to buy a new hard drive. How do you compile the EXE on the PC side? I've looked around and it seems like I have to piece all of the classes and definition files together--is this right? What program should be used? -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Standardized community OBoE... in Blades of Exile | |
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written Sunday, July 8 2007 10:39
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I am quite interested in this subject, but am having one heck of a time finding out a straight answer: Is there a "Standardized" or "Current works" compile of the new code anywhere? I'm trying to figure out if the one currently available through download on the main site is the "latest" one (or if it is just the code w/o any mods). -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Outdoor Assignment.... in Blades of Avernum Editor | |
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written Monday, September 4 2006 05:26
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quote:That sounds exactly like what I was thinking I could do and why I am asking. The problem is, I don't think it is possible to change that specific location permanently: Outdoor sheet size of 2x3. Section 0x0 changes from being desolate to well groomed and so it must be switched to display 0x3 as opposed to the original 0x0. This is how I originally planned it but I don't know how to do it. What stops the party from walking into, say, 0x1 and back to 0x0 where the original 0x0 still is? I like the way this is sounding, but I am still mildly confused as how to implement it. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Outdoor Assignment.... in Blades of Avernum Editor | |
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written Sunday, September 3 2006 15:27
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The big problem here is that there is a town that is in the area, and it is the cause of the quest, but they have the ability to move to another outdoor section and just walking back to the old messy one. It wouldn't work the way you're saying Lazarus. As for the while() statments, that would take enough time to do every time the party enters that outdoor section that it would become a bother to enter that section. Unless the scripts are able to execute a lot faster than I thought.... Thanks for the tips though...I'm still looking for something more efficient, but I may need to concider the while() statement.... :rolleyes: -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Outdoor Assignment.... in Blades of Avernum Editor | |
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written Sunday, September 3 2006 11:56
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Does anyone know if it is possible to change what outdoor section is moved into from which outdoor section? I have one section in my scenario where the place is filled with all kinds of debris and swamp land. A quest can be completed where all of that land is re-developed and made lush and green. I am not sure if I can just have a script replace each individual terrain square and have it stick for the rest of the game, but the next problem I am thinking of if I do something like that would be the tedium of it.....that would be A LOT of "replace this with..." statments...ouch. Anyone know of a way to do this? -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
bug? Or just dumb? in Avernum 4 | |
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written Sunday, June 25 2006 09:38
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Yes, I wasn't thinking it would be a major prob since I am able to move through the field by clicking on the map, or just simply num-pad move them. I was thinking of moving the hoard into smaller piles, but that would take away from the visually pleasing site of it all together ^_^. I wish they made it so the piles would actually become litteral piles after a while as opposed to blobs across the floor. That would be coolies ^_^. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
bug? Or just dumb? in Avernum 4 | |
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written Saturday, June 24 2006 08:32
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Going back to my Nethergate and Exile days, I have always loved taking every pice of trash and pick-up-able item on the ground in the game I could. I always go to some obscure dungeon and create a massive pile for which I deam "The Hoard". It makes for an interesting quest in the older games since they seem to have a max item count per town/dungeon. Avernum 4 doesn't seem to have this problem though. However, recently I discovered something: if you have a ton of items in one place in a town, the party disapears...that's right they become completely invisible. You can move around like normal, but not being able to see if kind of...odd. I was wondering: Is this a bug only I am experiencing? Is this is a bug? Am I the only one to ever think of putting 100+ items in one spot? ....just curious. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Sound in Blades of Avernum Editor | |
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written Tuesday, September 27 2005 13:34
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That is true, but you see people using the Custom Character Portraits in their scenarios all the time now--it still sais in the docs that that feature isn't supported. I guess it is just a matter of how badly you want it done. Could be interesting. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Sound in Blades of Avernum | |
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written Tuesday, September 27 2005 13:34
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That is true, but you see people using the Custom Character Portraits in their scenarios all the time now--it still sais in the docs that that feature isn't supported. I guess it is just a matter of how badly you want it done. Could be interesting. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Specific spell immunity in Blades of Avernum Editor | |
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written Tuesday, September 27 2005 13:27
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**shudders** wow...my "evil-meter" just jumped a few pegs. Think of that! Make a creature mildly hard, mostly annoying. Make it more attractive (don't know how you would though) to Simalcrum it as opposed to kill it right off (perhaps it has some nice spells that one would like to have cast at one's side for a few minutes while exploring the dungeon). NOW! Script it so that, when it is Simalcrumed (w/e), it turns evil instantly--making it twice the annoyance and probably a lot harder; heck, even have it interact with the original (heh...quick, in battle conversation with itself...heheh...that would be creative ;) ) in a way that multiplies all abilities of each one by the number existing on the field. hmm...more I think of this, the more this concept gets complex...damn I love Scripting Engines ^_^. EDIT: Uhh...that reminds me. Can a monster have that spell? Simalcruming a PC would be interesting...but I wonder how it would work. I don't think monsters can cast it (thought I read it somewhere in the docs), but if it can--I am including that in my scenario :D . [ Tuesday, September 27, 2005 13:30: Message edited by: SpineRaker ] -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Specific spell immunity in Blades of Avernum | |
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written Tuesday, September 27 2005 13:27
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**shudders** wow...my "evil-meter" just jumped a few pegs. Think of that! Make a creature mildly hard, mostly annoying. Make it more attractive (don't know how you would though) to Simalcrum it as opposed to kill it right off (perhaps it has some nice spells that one would like to have cast at one's side for a few minutes while exploring the dungeon). NOW! Script it so that, when it is Simalcrumed (w/e), it turns evil instantly--making it twice the annoyance and probably a lot harder; heck, even have it interact with the original (heh...quick, in battle conversation with itself...heheh...that would be creative ;) ) in a way that multiplies all abilities of each one by the number existing on the field. hmm...more I think of this, the more this concept gets complex...damn I love Scripting Engines ^_^. EDIT: Uhh...that reminds me. Can a monster have that spell? Simalcruming a PC would be interesting...but I wonder how it would work. I don't think monsters can cast it (thought I read it somewhere in the docs), but if it can--I am including that in my scenario :D . [ Tuesday, September 27, 2005 13:30: Message edited by: SpineRaker ] -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
bug? typo?....heck I don't know what this is... in Blades of Avernum Editor | |
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written Saturday, September 24 2005 15:45
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:eek: Wow...I don't think I have ever been this scared of Kelandon before...EVER....though I'll admit I've never actually been scared of him o_O.. The mere THOUGHT of another ZKR...around 7 times as long/large...well...I'm with Poit; no way could something like that NOT be Unholy. There couldn't possibly be someone THAT bored...could there? **shudders** And thanks for the responses btw. I believe that I will just stick with my 10x10 world...since I hate odd/obtuse shapes ^_^. (Though...a giant "tube world" might be interesting if your creating The Ring World...hmm...***writes idea down**) -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
bug? typo?....heck I don't know what this is... in Blades of Avernum | |
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written Saturday, September 24 2005 15:45
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:eek: Wow...I don't think I have ever been this scared of Kelandon before...EVER....though I'll admit I've never actually been scared of him o_O.. The mere THOUGHT of another ZKR...around 7 times as long/large...well...I'm with Poit; no way could something like that NOT be Unholy. There couldn't possibly be someone THAT bored...could there? **shudders** And thanks for the responses btw. I believe that I will just stick with my 10x10 world...since I hate odd/obtuse shapes ^_^. (Though...a giant "tube world" might be interesting if your creating The Ring World...hmm...***writes idea down**) -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
bug? typo?....heck I don't know what this is... in Blades of Avernum Editor | |
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written Thursday, September 22 2005 14:41
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Ya, I'm clueless. I just decided to stress out the editor and force it to make me a scenario at maximum outdoor sections. Unfortunatly, for some odd reason, the editor ONLY allows for 10x10, as opposed to 100x100 like the description for the width/height says it may be. (Saying that width multiplied by height must equal something between 1 & 100.) Is this on purpose? Perhaps that text was left over from BoE--hence a typo. Or maybe the intent of maximum map size was changed halfway through programming thought (I do that sometimes ^_^). Any ideas on this one? Though I doubt many (if any) of us will use a map bigger than 10x10, I would like to at least see the option of true 100x100 :D . **shudders at at walking that world** I made a game that is nothing but a large island with a little bit of crap here and there. This game was made at 10x10, and I was not aware--at that time--that it would be as big as I could get. I will most likely never go back to that scenario, since the island is rediculously linear in shape--looking more like something one would loogie on the wall, wrather than a natural island. It took me 3 days, avernum time, to walk from one side to the other (straight line) w/o horses and with no resting. I imagine it would be quite a while to walk from "south" to "north" (or vice verssa) on a 100x100....heck, a 50x50 (which is supposedly the biggest REASONABLE size, as said in the text) would be bad enough. I thought I'd just ask if anyone is having this problem since I can't seem to find anyone else talking about it. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
bug? typo?....heck I don't know what this is... in Blades of Avernum | |
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written Thursday, September 22 2005 14:41
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Ya, I'm clueless. I just decided to stress out the editor and force it to make me a scenario at maximum outdoor sections. Unfortunatly, for some odd reason, the editor ONLY allows for 10x10, as opposed to 100x100 like the description for the width/height says it may be. (Saying that width multiplied by height must equal something between 1 & 100.) Is this on purpose? Perhaps that text was left over from BoE--hence a typo. Or maybe the intent of maximum map size was changed halfway through programming thought (I do that sometimes ^_^). Any ideas on this one? Though I doubt many (if any) of us will use a map bigger than 10x10, I would like to at least see the option of true 100x100 :D . **shudders at at walking that world** I made a game that is nothing but a large island with a little bit of crap here and there. This game was made at 10x10, and I was not aware--at that time--that it would be as big as I could get. I will most likely never go back to that scenario, since the island is rediculously linear in shape--looking more like something one would loogie on the wall, wrather than a natural island. It took me 3 days, avernum time, to walk from one side to the other (straight line) w/o horses and with no resting. I imagine it would be quite a while to walk from "south" to "north" (or vice verssa) on a 100x100....heck, a 50x50 (which is supposedly the biggest REASONABLE size, as said in the text) would be bad enough. I thought I'd just ask if anyone is having this problem since I can't seem to find anyone else talking about it. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Poor Man's Starbound? in Richard White Games | |
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written Thursday, August 4 2005 21:20
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Well Icshi, sounds like your in the same boat I am in. MacSoft apparently claims that they hold no support for the game, nor did they ever (Micropose or w/e it was did--they don't exist anymore, or so I have heard, nor do any of their offices, or so I have heard....) If this is true, I say those of us with Programming abilities just write to them specifically saying that we are Disgruntled Game Necromancers who wish to request the Source Code from them--to improve it, upgrade/update it, credit them for the original, and generally release it from that point FREE!! No charge on them, no legal issues they have to keep track of. If they abandon the stupid thing and claim it not theirs, why not!? I found why: they claim it not theirs, but they don't claim it as abandonware--let alone among the small crowd of games to belong to the "We don't mind if you take our source code since we don't make money off this anymore" games. SERIOUSLY! Whoever makes this game needs to just release the damned source and let us take a hack at it! What can happen? They loose the measily $100 (if that) they get a month from the backstock being sold!? There is an illegal way of doing it...a decompiler program (they have them for developers; very powerful things) could be used to nab it. Unfortunatly, I know of none for mac--let alone one that would generate it into C or w/e language it was made in!! (Usually uses Assembly...which would mean you decompile it and then carbonize it. Good if you want the game, but if I get the source, I want to fix that damned RP point bug!!!!) Anyway, that is my shtick. ta -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Poor Man's Starbound? in General | |
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written Thursday, August 4 2005 21:20
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Well Icshi, sounds like your in the same boat I am in. MacSoft apparently claims that they hold no support for the game, nor did they ever (Micropose or w/e it was did--they don't exist anymore, or so I have heard, nor do any of their offices, or so I have heard....) If this is true, I say those of us with Programming abilities just write to them specifically saying that we are Disgruntled Game Necromancers who wish to request the Source Code from them--to improve it, upgrade/update it, credit them for the original, and generally release it from that point FREE!! No charge on them, no legal issues they have to keep track of. If they abandon the stupid thing and claim it not theirs, why not!? I found why: they claim it not theirs, but they don't claim it as abandonware--let alone among the small crowd of games to belong to the "We don't mind if you take our source code since we don't make money off this anymore" games. SERIOUSLY! Whoever makes this game needs to just release the damned source and let us take a hack at it! What can happen? They loose the measily $100 (if that) they get a month from the backstock being sold!? There is an illegal way of doing it...a decompiler program (they have them for developers; very powerful things) could be used to nab it. Unfortunatly, I know of none for mac--let alone one that would generate it into C or w/e language it was made in!! (Usually uses Assembly...which would mean you decompile it and then carbonize it. Good if you want the game, but if I get the source, I want to fix that damned RP point bug!!!!) Anyway, that is my shtick. ta -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Poor Man's Starbound? in Richard White Games | |
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written Thursday, August 4 2005 20:36
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Well, going back to the original concept of the 3 YEAR OLD POST!!! I didn't like SBII, or Galactic Core. It didn't have the interest in it like I felt for MOOII. Yes, I have had that game for eternity (least, it feels like that). The opening to it ALONE was what amaized me--very Presto Studios (may they rest in glorious peace....damn them :P ). As for MOOII right now, I am REALLY MAD! OS X has destroyed it, as the poor game won't run in Classic Mode! I have tried to get updates, but there aren't any available since MOOII isn't supported anymore. Stinky! I want to play it so badly, but I don't want to install OS 9 and boot into it every time I want to play JUST THAT. Too bad there isn't a utility that you can use that decodes an OS 9 program and carbonizes it--I would love that!! As for cons to MOOII, I have 2: 1) On a large map, getting 32,767 research points is FAR too easy. This is due to the fact that they used a "Short Variable" in the game, instead of a "Long Variable" (I do this in some of these games...pick apart how they programmed it...stupid programming classes...). They made a Super-Long variable (unlistable) for the money, why the frell couldn't they have done that for the RP points!!!!! GAH! 2) Comps are too easy...I needed to resort to an editor to amp up the comps (which fix them REAL GOOD ;) ). Simply put, the AI used for the default seemed, even on Torture Mode, to "freeze" if you teched up too fast by dedicating everything to it. (I spend a decade or two on research, then go to expanding. It worked...but it also broke A LOT of comps...). Other than that, I love MOOII, and STILL DO!!! Anyone get it to run on OS X somehow w/o crashing? -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Poor Man's Starbound? in General | |
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written Thursday, August 4 2005 20:36
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Well, going back to the original concept of the 3 YEAR OLD POST!!! I didn't like SBII, or Galactic Core. It didn't have the interest in it like I felt for MOOII. Yes, I have had that game for eternity (least, it feels like that). The opening to it ALONE was what amaized me--very Presto Studios (may they rest in glorious peace....damn them :P ). As for MOOII right now, I am REALLY MAD! OS X has destroyed it, as the poor game won't run in Classic Mode! I have tried to get updates, but there aren't any available since MOOII isn't supported anymore. Stinky! I want to play it so badly, but I don't want to install OS 9 and boot into it every time I want to play JUST THAT. Too bad there isn't a utility that you can use that decodes an OS 9 program and carbonizes it--I would love that!! As for cons to MOOII, I have 2: 1) On a large map, getting 32,767 research points is FAR too easy. This is due to the fact that they used a "Short Variable" in the game, instead of a "Long Variable" (I do this in some of these games...pick apart how they programmed it...stupid programming classes...). They made a Super-Long variable (unlistable) for the money, why the frell couldn't they have done that for the RP points!!!!! GAH! 2) Comps are too easy...I needed to resort to an editor to amp up the comps (which fix them REAL GOOD ;) ). Simply put, the AI used for the default seemed, even on Torture Mode, to "freeze" if you teched up too fast by dedicating everything to it. (I spend a decade or two on research, then go to expanding. It worked...but it also broke A LOT of comps...). Other than that, I love MOOII, and STILL DO!!! Anyone get it to run on OS X somehow w/o crashing? -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Titles in Blades of Avernum | |
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written Tuesday, July 19 2005 12:12
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Hmm...well, having found too many bugs in the most recent adventure, my characters have decided to take a breather and LEAVE...lol. On my way out, I checked their leader's title at the title screen. I have known about this for a while, but it has just occured to me: What are the requirements for the different Titles, and what ARE all of the titles?? So far I have seen: Peasant Apprentice Lord Archwizard (Ordered in order I saw them.) Are there more? How do you get them? Has anyone else seen any of the others? This is a trivial feature in BOA, but it does make for interesting conversation--at least, it MAY at some point. hehe. This just caught my eye because my party leader JUST upgraded to Archwizard--but he never lvld once in that adventure. Obviously there are req's, and I'd just like to see a list of possabilities. ^_^ EDIT: Note that I had just bought a slew of magical skills for him in that scenario. This is why I say that it has to have Req's. [ Tuesday, July 19, 2005 12:14: Message edited by: SpineRaker ] -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
"A Large Rebellion" Questions in Blades of Avernum | |
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written Tuesday, July 19 2005 07:28
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Well this is frustrating....I have found the secret entrance behind the Moose Inn (very beggining of the game), but for some reason, whenever I try to talk to ANYTHING in the prison room, BOA crashes!! No error msg, just "Unexpectedly Quit"; with, of course, the "submit to Apple" button which I highly doubt will solve much :P . I will add to the bug comment: Sick Styck can be killed too easily--I had to remove my weapon so I could do the right amount of dmg so he'd (it??) fly on the roof and drop the earings. Oh well..I figured it out; the real bug comes in that you can GET to the slug without needing the Pond. Just walk around the pond! -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Spiderweb Software in general... in General | |
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written Sunday, July 10 2005 18:30
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Yes, I like phrasing simple questions in complex, drawn out things.As for the answers, thank you. I kind of thought that as is, but thought I'd just throw it out to get other's responses. As for the "jokes", I was being sarcastic...we know that Jeff is far from being a "bad joker". The inuendo/general suggestions toward a plethora of different directions that is ever-present in all the games (I need not list them -_-', nor do I want to...) proves to me that he is quite capable of being funny and incredibly serious....lol that is all ^_^. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Spiderweb Software in general... in General | |
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written Friday, July 8 2005 07:05
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After the recent Newsletter sent out to all that subcribe to the thing, I have come up with this strange question that I am dieing to hear the answer to! Spidsoft is owned by Jeff Vogal, we all know this...we all laugh at his..."jokes"...we all think he's the god of games (which, in many ways for those of us who havn't taken a wink of sleep since '96 when Exile 1 came out, he is), but I am curious: Does he talk in third person/as a group about himself? Or does he actually have a group of programmers that work for him? I have, for many years, imagined Jeff being this guy who works in his house basement and programs on his little compy til his hands hurt and then he huddles in the corner in a fetal position and rocks back anf forth sipping his coffee until he gets the strength to try some more. I have thought that perhaps he is throwing us all--that there is no "Us here at Spiderweb Software...", but really "Me here at spideweb software". I'd imagine it sure would cut down on costs...no wonder he can release these games of incredible proportions and only ask for a measly $25 or $30 for them! I understand that there are others there--look at the About Us thing...but he appears to be the only one doing the games! On second thought, though, I have kind of come up with the conniption of "can one man really do all of this?!". So what is it? Who are these mystery programmers??? Does Jeff really do all of this himself or not?? Is Spider really the mascot of the company and does s/he actually sneak in some Easter Eggs into each of Jeff's programms when he is sleeping?? I have read the "about us" thing, and am just wondering all of these questions...as well as "how can a company of 3 people actually pull all this off???!!!" I'm just being curious :D . [ Friday, July 08, 2005 07:07: Message edited by: SpineRaker ] -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
Scenarios in Development in Blades of Avernum | |
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written Monday, April 25 2005 15:07
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I have been working on a scenario myself. I didn't know you guys put out this thread--so I guess I'll submit my own two-cents. I am currently working on a scenario titled "Hybrid Child". It is based in the Avernum Mythos, and will take place in the area I am now calling "The Western Island Nations". Reasoning for this: In almost every BoE scenario I played, I found that, for some reason, there were more islands than anything else. Now, as a scenario designer (though never published, mind you), I realise that Islands are easier to make than "Continents". My gripe was that so many of the scenarios have taken place on sprawling islands that I wanted to make a bit of logic from that chaos. Hence, the Western Island Nations were born. (Why Western? I don't know...everything seems to come from the west so I just thought it sounded cool ^_^.) Taking this into account, I decided to throw this info into the scenario over the course of the game--giving a nice, simple explination to why there are so many islands (seemingly endless, in fact) just spewed onto the planet. I know that BoA is a different game and all, and, surprisingly, there aren't many island games (yet!!!) for BoA. But this makes for a good story basis, and allowes me to at least excercise some beggining story muscles ;) . The plot will be moderately complex--I am hoping for a shorter than Epic story, about 75% of what Small Rebellion gave. I will also include a multi-string ending that will, I am hopeing, be nice as well as independant of the others (ie: Kill Bob will kill the town, but you never got the quest to kill Bob--the town lives. The ending you get is in the middle of the dead town. I saw this a lot in BoE.) The actual plot I am currently keeping to myself as it is an idea that I have no idea why no one else has thought of it...and honestly am afraid those that are better skilled would take the idea before I have much to show for it :P . (I also want to have a basic story line before releasing the plot--as I am also not SURE if anyone has already done it. To insure I am safe on that base, I will give more info on this later--I won't be releasing the scenario and all of a sudden find out I plagerized through ignorance.) There is that. I doubt it will happen, but this scenario COULD be submited to the June Contest if my ideas work--though we all know how that turns out now don't we -_-'. -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |
BUGS! in Blades of Avernum Editor | |
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written Wednesday, April 20 2005 11:56
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This is a WEIRD bug. I am currently working on a scenario, as well as play through Bassikava (great scen. btw ^_^). I just went through a bunch of cinematic bug testings, and got tired of it. I then went back to playing in the scenario with my group of adventurers. I then just realised that I has turned the vision variable to 1 (set_total_visibility(1)). I realised this because now, in Bassikava, I can see everything!!! It turns out that when you turn this variable on, it turns it on for the entire game until turned off. This is, imho, a nasty little bug. Anyone would turn it on in a dump scenario, and then go into another--no walls, no secrets. lol More of a cheat, sure, but it is still a bug :rolleyes: . Quitting the game resets this, as I have found out. EDIT: Hmm..it just occured to me. Is this listed in any of the warnings in the documentation? Or perhaps already been listed as a bug? (Just remembered you didn't list them all here...) Sorry if it is in either case ^_^'. [ Wednesday, April 20, 2005 11:58: Message edited by: SpineRaker ] -------------------- "I am not stubborn, your just stupid." Posts: 40 | Registered: Saturday, January 24 2004 08:00 |