Profile for Kelandon
Field | Value |
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Displayed name | Kelandon |
Member number | 4045 |
Title | Off With Their Heads |
Postcount | 7968 |
Homepage | http://home.sanbrunocable.com/~tommywatts03/ |
Registered | Saturday, February 28 2004 08:00 |
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Undead Valley RELEASED in Blades of Avernum | |
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written Thursday, May 26 2005 17:57
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quote:Darn you!!!!!!!1111oneoneoneone :P -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Special Abilities in BoA in Blades of Avernum | |
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written Thursday, May 26 2005 13:54
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Gotta love the Player FAQ. EDIT: Yes, I know, I should update the special skills description at the bottom of the page in order to reflect recent developments in understanding of the skills, but I haven't gotten around to it yet. The basic idea is that BoA's system is a little more complicated than just "base" and "bought" at this point, but the general idea is still the same, and the numbers still work. [ Thursday, May 26, 2005 13:55: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
File Corruption in Blades of Avernum | |
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written Thursday, May 26 2005 13:52
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Ah yes. The solution to this is to follow the instructions in the HLPM to make a god party. Otherwise you'll get this error. It has to do with a stat being over 100, but item bonuses don't count, I think. Lower your stats and you'll be fine. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
File Corruption in Blades of Avernum | |
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written Thursday, May 26 2005 13:11
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Eh... what file corruption? What is it that you're downloading? Generally, the answer is "re-download." -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Avatar? Yours? Possibly? in General | |
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written Thursday, May 26 2005 11:42
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Only because I am self-absorbed. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
RWG needs less spam... in Richard White Games | |
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written Thursday, May 26 2005 09:12
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Wow. Google will tell you anything. [ Thursday, May 26, 2005 09:13: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
RWG needs less spam... in Richard White Games | |
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written Thursday, May 26 2005 08:02
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I thought sodium nitrate was an explosive, but apparently sodium nitrite a preservative. That image is far too large for sanity. EDIT: Jedi hand wave. [ Thursday, May 26, 2005 09:10: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Music in General | |
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written Wednesday, May 25 2005 20:14
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quote:Hello new response to TM when he's trolling! -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
I CANT WAIT FOR A4!! in Blades of Avernum | |
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written Wednesday, May 25 2005 17:30
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quote:Some might contest this request. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Signiture in General | |
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written Wednesday, May 25 2005 15:40
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quote:It means, "In his house at R'lyeh dead Cthulhu waits dreaming." -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Aarh me mateys, time for pirates and ships. in Blades of Avernum | |
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written Wednesday, May 25 2005 14:58
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Part of NK0P took place on a ship, as I recall. It wasn't a pirate ship, though. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Why do you like BoE but not BoA? in Blades of Exile | |
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written Wednesday, May 25 2005 13:38
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quote:You know, it occurs to me that it may have been exactly this lack of dialog pics that made me balk at the idea of switching some of the cut scenes in Bahs into dialog boxes. A text bubble creates a similar effect to that of a dialog box with a pic, but the problem is that text bubbles are much slower. That is, one can create the same sort of immersive atmosphere, but one has to do it in very different ways. quote:But this "fun" thing is almost impossible to define. There are almost no scenarios that are fun for everyone, either in BoE or in BoA. I think that designers should make scenarios that are at least fun for someone (hopefully both themselves and some others) and not worry whether these scenarios are going to be fun to everyone. This attitude helps when one gets hate-mail about one's scenarios. quote:This statement is entirely opaque to me. Special node lists? STDs? EDIT: Oh, that special node list. Wow, it's been awhile. [ Wednesday, May 25, 2005 21:42: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Geneforge 3 for Windows in Geneforge Series | |
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written Wednesday, May 25 2005 11:30
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quote:Let the hysteria begin.... -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Whee in General | |
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written Wednesday, May 25 2005 08:08
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Now that Aran's keeping track of monthly (or however-often-he-updates-it-ly) posting rates, probably not long. That reminds me to check my own post count. EDIT: 3164, huh? I'm still a ways from any sort of neat number. [ Wednesday, May 25, 2005 08:08: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Why do you like BoE but not BoA? in Blades of Exile | |
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written Wednesday, May 25 2005 07:27
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As far as I know, the split is about even between those who prefer BoE and those who prefer BoA, if not unbalanced in favor of BoA. I don't think a majority of players likes BoE more. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Forcing custom graphics in Blades of Avernum Editor | |
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written Tuesday, May 24 2005 20:21
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Obviously you copy your old data files and keep them in a safe place before writing over them. Then you just switch the copies back in after you're done with the scenario. But granted, not many will actually do this, and it's rarely worth the effort. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Forcing custom graphics in Blades of Avernum | |
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written Tuesday, May 24 2005 20:21
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Obviously you copy your old data files and keep them in a safe place before writing over them. Then you just switch the copies back in after you're done with the scenario. But granted, not many will actually do this, and it's rarely worth the effort. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Why do you like BoE but not BoA? in Blades of Exile | |
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written Tuesday, May 24 2005 13:59
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BoE has a third as many SDFs as BoA, though. I found myself having to use bizarre organizational schemes in order to keep them organized, and I imagine that in a large scenario I would run out. BoE has a lot of arbitrary maximums set at much lower levels than BoA. A town in BoA can have hundreds of times as much text as a town in BoE could've had, and hundreds of times as much code, and many more creatures, and so on. The way to compensate, apparently, is to make lots more towns in BoE than one would in BoA, but I'd rather just use BoA. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
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written Tuesday, May 24 2005 11:40
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Oh! I just had a thought! I finally see how a useful scripting utility could work! It would basically be a text editor with modifications. It could use color-coded text, first of all, different colors for different kinds of calls or for strings or that sort of thing. It would also have a list of calls off to the side that would look sort of like this: void block_entry(short do_blockage) short get_ran(short num_dice,short min,short max) short is_combat() They could be dragged into the script so that dragging block_entry would put in the script: block_entry() Clicking a call in the list would bring up the Appendices entry for that call. Additionally, it would have a built-in script-checker, maybe based on Alint, which is really good but just has no GUI to speak of. Wow. With that scripting utility, the custom objects utility, and a redone editor, making scenarios would be vastly easier than it was when BoA first came out. EDIT: I have no idea how C++'s precompiler works, so a brief description may be in order. [ Tuesday, May 24, 2005 11:40: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
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written Tuesday, May 24 2005 11:40
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Oh! I just had a thought! I finally see how a useful scripting utility could work! It would basically be a text editor with modifications. It could use color-coded text, first of all, different colors for different kinds of calls or for strings or that sort of thing. It would also have a list of calls off to the side that would look sort of like this: void block_entry(short do_blockage) short get_ran(short num_dice,short min,short max) short is_combat() They could be dragged into the script so that dragging block_entry would put in the script: block_entry() Clicking a call in the list would bring up the Appendices entry for that call. Additionally, it would have a built-in script-checker, maybe based on Alint, which is really good but just has no GUI to speak of. Wow. With that scripting utility, the custom objects utility, and a redone editor, making scenarios would be vastly easier than it was when BoA first came out. EDIT: I have no idea how C++'s precompiler works, so a brief description may be in order. [ Tuesday, May 24, 2005 11:40: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
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written Tuesday, May 24 2005 11:24
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SDFs don't give me too much trouble. I organize them into groups by their first coordinate thusly: Town-specific SDFs (usually for one-time messages) get the town number. So in town 5, I use (5,0), (5,1), etc. If I need more than thirty, I add 100, because I'm not likely to make a scen with more than 100 towns, so that town 5 would then also get (105,0), (105,1), and so on. Outdoor section-specific SDFs get 200 + x of section times 10 + y of section. So section (3,4) would get (234,0), (234,1), etc. If the outdoors were large, I might have to modify this system, but I haven't yet. Scenario-wide SDFs (and there are only a few of these) get 250. If the outdoors were large, they'd get 290 or something. Thus in Bahs the major scenario-wide SDFs are (250,0), (250,1), etc. With this sort of organizational system and the notes that I take (which you can see because I leave those files in my scenario downloads), SDFs are not much of a problem for me. EDIT: As far as doing things over and over, the only thing that comes to mind is creating one-shot code. I copy and paste this all the time: [ Tuesday, May 24, 2005 11:39: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
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written Tuesday, May 24 2005 11:24
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SDFs don't give me too much trouble. I organize them into groups by their first coordinate thusly: Town-specific SDFs (usually for one-time messages) get the town number. So in town 5, I use (5,0), (5,1), etc. If I need more than thirty, I add 100, because I'm not likely to make a scen with more than 100 towns, so that town 5 would then also get (105,0), (105,1), and so on. Outdoor section-specific SDFs get 200 + x of section times 10 + y of section. So section (3,4) would get (234,0), (234,1), etc. If the outdoors were large, I might have to modify this system, but I haven't yet. Scenario-wide SDFs (and there are only a few of these) get 250. If the outdoors were large, they'd get 290 or something. Thus in Bahs the major scenario-wide SDFs are (250,0), (250,1), etc. With this sort of organizational system and the notes that I take (which you can see because I leave those files in my scenario downloads), SDFs are not much of a problem for me. EDIT: As far as doing things over and over, the only thing that comes to mind is creating one-shot code. I copy and paste this all the time: [ Tuesday, May 24, 2005 11:39: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
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written Tuesday, May 24 2005 10:36
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I think the most useful sort of utility that we don't have right now and no one seems to be working on is a custom objects script utility. I imagine it having four lists, one each for floors, terrains, creatures, and items. Each list would have the number, name, and graphic of the objects. Blank objects would just have a number. Clicking on the object in the list would pop up a window in which one could edit the object. It would look sort of like the HTML editors already in existence: basically, it has a bunch of fields for every possible call (like cr_hp_bonus for creaturs or te_light_radius for terrains) and a few menus for certain things like cr_special_abil that obviously need lists. However, it would read and write directly to the scenario's custom objects script file instead of requiring cutting and pasting. Also, it would also indicate two things for each field, perhaps with colors or perhaps next to the fields: the default value for the field (so 0 for cr_hp_bonus) and the value imported with the initial "import" call. I'm imagining that if the default value was the dominant one (i.e., no call had affected the value yet), the default value would show up in the field in one color (green, let's say), but if the imported value was dominant (i.e. the creature imported had cr_hp_bonus = 30) then the imported value would show up in the field in a different color (blue, perhaps), and if the user changed that value to something different, then it would show up in a third color (black). It'd be nice if it had a built-in feature to read and modify the default items (i.e. it reads corescendata.txt and corescendata2.txt and knows the trick to modify them in a custom objects script), too, because I do this a lot and I'm sure others do as well. Perhaps this could be one of the add-ons to the remade editor. It's not urgent by any means, and remaking the editor is probably more important, but it'd be good to have eventually. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
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written Tuesday, May 24 2005 10:36
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I think the most useful sort of utility that we don't have right now and no one seems to be working on is a custom objects script utility. I imagine it having four lists, one each for floors, terrains, creatures, and items. Each list would have the number, name, and graphic of the objects. Blank objects would just have a number. Clicking on the object in the list would pop up a window in which one could edit the object. It would look sort of like the HTML editors already in existence: basically, it has a bunch of fields for every possible call (like cr_hp_bonus for creaturs or te_light_radius for terrains) and a few menus for certain things like cr_special_abil that obviously need lists. However, it would read and write directly to the scenario's custom objects script file instead of requiring cutting and pasting. Also, it would also indicate two things for each field, perhaps with colors or perhaps next to the fields: the default value for the field (so 0 for cr_hp_bonus) and the value imported with the initial "import" call. I'm imagining that if the default value was the dominant one (i.e., no call had affected the value yet), the default value would show up in the field in one color (green, let's say), but if the imported value was dominant (i.e. the creature imported had cr_hp_bonus = 30) then the imported value would show up in the field in a different color (blue, perhaps), and if the user changed that value to something different, then it would show up in a third color (black). It'd be nice if it had a built-in feature to read and modify the default items (i.e. it reads corescendata.txt and corescendata2.txt and knows the trick to modify them in a custom objects script), too, because I do this a lot and I'm sure others do as well. Perhaps this could be one of the add-ons to the remade editor. It's not urgent by any means, and remaking the editor is probably more important, but it'd be good to have eventually. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
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written Tuesday, May 24 2005 09:37
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The editor is clunky right now, but other than being a bit more convenient, I don't think the new one will be that much easier to use, at least in the forseeable future. I mean, BoA is hard and arduous to design in. No amount of utilities will make it easy, even if they make it easier. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |