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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HAHA in Richard White Games | |
Off With Their Heads
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written Wednesday, August 11 2004 17:57
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The name may change, but the spam remains the same. In other news, I downloaded Galactic Core a few days ago just to see if it really was as bad as everyone says. I started reading the documentation and got bored. It sounded like it had potential to be an okay game. Maybe in a few days I'll actually begin playing it. -------------------- 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 |
Bug in HLPM in Blades of Avernum | |
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written Wednesday, August 11 2004 16:56
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In order to implement this, I would have to create several towns whose scripts would only serve the purpose of existing as part of the shop setup function, because I'm already pretty close to the script size limit. Moreover, since BoA can only call the current town's script, I would have to do something relatively crazy like send the party through several towns in order to set up the shops before letting them into the Shopping Area. This would be, well, ugly -- but it would accomplish the intended effect. I'll have to wait for Jeff's response. Since add_item_to_shop does not work the way that the docs say it does, I have some hope that Jeff will actually fix this -- because it wouldn't require adding new calls, just making the call do what the docs say it does. I'm going to wait for an e-mail back from him. If he says that he's definitely going to do an update, and that it's definitely going to include something to make this simpler, then I'll just wait. If I can't get anything definitive from him, then I'll see what I can do. -------------------- 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 |
Bug in HLPM in Blades of Avernum | |
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written Wednesday, August 11 2004 15:56
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Er, yes, but this would kind of defeat the point. The point is to be able to use the Level Raiser repeatedly or gain levels in the Arena or whatever in between uses. The whole point of v1.1 over v1.0 was that each part operated independently and could be used repeatedly. EDIT: He got it even without me telling him. :P I guess I could do that (ask the player when to set up the shops). It is the least ugly workaround I've heard so far. I'll have to see what Jeff says about future updates, though (that is, whether they will happen or not). It isn't a tremendously pressing problem, I think, so it can wait for a few months if it comes to that. [ Wednesday, August 11, 2004 15:59: 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... in Tech Support | |
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written Wednesday, August 11 2004 15:26
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This error most likely means that you have the editor in the wrong place. If you have a Mac, the editor belongs in the Blades of Avernum Files folder. If you have a PC, the editor belongs in the Blades of Avernum Data folder, I think. If moving the editor to one of those places doesn't fix the problem, post the exact error message, when it occurs, and what your operating system is. Porting really is that hard. You have to debug all of the specials over again -- which is no small task in itself -- and rewrite much of the dialogue, as well as (obviously) redoing all of the custom graphics. Also, spaces after your punctuation would be much appreciated. [ Wednesday, August 11, 2004 15:28: 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 |
Floating terrain? in Blades of Avernum Editor | |
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written Wednesday, August 11 2004 15:14
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To the best of my knowledge, the way to fake this is to use floor 71, "Pit," and then to stick a bridge on top of that. Or, um, you could try mucking about with te_icon_offset_y and fl_floor_height_pixels, which may be able to do something like this. [ Wednesday, August 11, 2004 15:16: 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 |
Floating terrain? in Blades of Avernum | |
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written Wednesday, August 11 2004 15:14
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To the best of my knowledge, the way to fake this is to use floor 71, "Pit," and then to stick a bridge on top of that. Or, um, you could try mucking about with te_icon_offset_y and fl_floor_height_pixels, which may be able to do something like this. [ Wednesday, August 11, 2004 15:16: 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 |
Exile; A movie? in The Exile Trilogy | |
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written Wednesday, August 11 2004 14:57
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Oops. Demi for Erika. I think Linda's still open. Go for it, Andraste. -------------------- 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... in Tech Support | |
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written Wednesday, August 11 2004 14:00
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Well, yes, but what exactly are you doing? What is causing the crash? Are you using the Import Blades of Exile Scenario command in the Blades of Avernum Scenario Editor, which hardly seems like "copying files"? And if you are, why? Do you know that porting scenarios into something playable is a lot of work? What does the editor do when it crashes? Are you aware that at least four scenarios have been ported already, so it's definitely possible to port? In short, what on Earth are you talking about? -------------------- 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 |
A Dialogue in Blades of Avernum | |
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written Wednesday, August 11 2004 11:22
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The bug it refers to is this. -------------------- 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 |
Exile; A movie? in The Exile Trilogy | |
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written Wednesday, August 11 2004 11:03
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Depends. Do you look like Demi Moore? -------------------- 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 |
Bug in HLPM in Blades of Avernum Editor | |
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written Wednesday, August 11 2004 10:34
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EDIT 2: Darnit, this should be in the BoA board, not the Editor board. Can someone move it, please? Sigh. It appears that when the shop setup function is called twice, the shops get all screwed up. This means that if you go into the Shopping Area at any point, leave, change levels significantly, and then go back into the Shopping Area, the shops will have more items in them than they should. Thank you to Morgan for reporting this. There doesn't seem to be a particularly good way to fix this with the calls that we have now. Since there is no short to check the number of items in a shop, and since there is no way to reduce the number of items in a shop, the only way to fix the shops would be to go back to the earliest form of the shop setup function, one from a pre-release version that increments as each level plateau is reached, which I would have to re-make from scratch, as I threw it out some time back. It also looks horrible: the items in the shops rearrange themselves every time new items are added, which throws the organization of the shops to hell. It would be possible to fix this by resetting the shops at the beginning of the function if the add_item_to_shop call actually worked as advertised ("Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store," specifically -- meaning that add_item_to_shop(1,200,0) would make item 200 disappear from shop 1), but the call doesn't actually do this. The call doesn't make items disappear if they are already there; it just doesn't add any more. Thus, there's not much I can do. This adds a certain urgency in my mind to the requests we made over in the BoA Editor Suggestions thread, specifically the improved functionality for the shops. I'm e-mailing Jeff to let him know about this, but I'm not sure what he's going to do or how soon it's going to happen. At any rate, I will continue to release occasional updates to the HLPM, and if we actually get those new calls -- a way to reduce the number of items in shops would be really nice, or a way to zero the shops as the docs claim -- then I will fix this. But with the calls we have right now, there just isn't a good way to go about changing this, at least that I can think of. For the time being, don't go into the Shopping Area, change levels, and then go back into the Shopping Area again. If you must, leave the scenario and come back into it in order to do this. EDIT: For the record, this is the e-mail that I sent to Jeff: Hey Jeff and co., I noticed that one call doesn't quite work the way that the docs say. About add_item_to_shop, the docs say: "Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store." That seems to indicate that add_item_to_shop(1,200,0) will make item 200 disappear from shop 1, for example. However, it doesn't do this. It just doesn't add the item to the shop. But if the item was already there, then the call won't do anything, rather than making the item disappear. I bring this up because I have a bug in the HLPM right now (documented here: http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=18&t=000445 ) that I can't seem to fix with the calls that are currently available. (It could in theory be fixed, but it would require a workaround so lengthy that I might run over the script size limit, which I'm already pushing, and it would make the shops ugly as all heck, too.) If add_item_to_shop worked the way that the docs say, I could fix this easily -- or better, if you added some of the calls that we requested in this thread: http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000423 . Either way, making the call work as advertised or adding additional calls that make all of this easier, would be great. Just thought I'd let you know. Looking forward to future updates! -- Kelandon [ Wednesday, August 11, 2004 10:59: 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 |
Bug in HLPM in Blades of Avernum | |
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written Wednesday, August 11 2004 10:34
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EDIT 2: Darnit, this should be in the BoA board, not the Editor board. Can someone move it, please? Sigh. It appears that when the shop setup function is called twice, the shops get all screwed up. This means that if you go into the Shopping Area at any point, leave, change levels significantly, and then go back into the Shopping Area, the shops will have more items in them than they should. Thank you to Morgan for reporting this. There doesn't seem to be a particularly good way to fix this with the calls that we have now. Since there is no short to check the number of items in a shop, and since there is no way to reduce the number of items in a shop, the only way to fix the shops would be to go back to the earliest form of the shop setup function, one from a pre-release version that increments as each level plateau is reached, which I would have to re-make from scratch, as I threw it out some time back. It also looks horrible: the items in the shops rearrange themselves every time new items are added, which throws the organization of the shops to hell. It would be possible to fix this by resetting the shops at the beginning of the function if the add_item_to_shop call actually worked as advertised ("Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store," specifically -- meaning that add_item_to_shop(1,200,0) would make item 200 disappear from shop 1), but the call doesn't actually do this. The call doesn't make items disappear if they are already there; it just doesn't add any more. Thus, there's not much I can do. This adds a certain urgency in my mind to the requests we made over in the BoA Editor Suggestions thread, specifically the improved functionality for the shops. I'm e-mailing Jeff to let him know about this, but I'm not sure what he's going to do or how soon it's going to happen. At any rate, I will continue to release occasional updates to the HLPM, and if we actually get those new calls -- a way to reduce the number of items in shops would be really nice, or a way to zero the shops as the docs claim -- then I will fix this. But with the calls we have right now, there just isn't a good way to go about changing this, at least that I can think of. For the time being, don't go into the Shopping Area, change levels, and then go back into the Shopping Area again. If you must, leave the scenario and come back into it in order to do this. EDIT: For the record, this is the e-mail that I sent to Jeff: Hey Jeff and co., I noticed that one call doesn't quite work the way that the docs say. About add_item_to_shop, the docs say: "Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store." That seems to indicate that add_item_to_shop(1,200,0) will make item 200 disappear from shop 1, for example. However, it doesn't do this. It just doesn't add the item to the shop. But if the item was already there, then the call won't do anything, rather than making the item disappear. I bring this up because I have a bug in the HLPM right now (documented here: http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=18&t=000445 ) that I can't seem to fix with the calls that are currently available. (It could in theory be fixed, but it would require a workaround so lengthy that I might run over the script size limit, which I'm already pushing, and it would make the shops ugly as all heck, too.) If add_item_to_shop worked the way that the docs say, I could fix this easily -- or better, if you added some of the calls that we requested in this thread: http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000423 . Either way, making the call work as advertised or adding additional calls that make all of this easier, would be great. Just thought I'd let you know. Looking forward to future updates! -- Kelandon [ Wednesday, August 11, 2004 10:59: 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 |
Bug in HLPM in Blades of Avernum | |
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written Wednesday, August 11 2004 10:34
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Sigh. It appears that when the shop setup function is called twice, the shops get all screwed up. This means that if you go into the Shopping Area at any point, leave, change levels significantly, and then go back into the Shopping Area, the shops will have more items in them than they should. Thank you to Morgan for reporting this. There doesn't seem to be a particularly good way to fix this with the calls that we have now. Since there is no short to check the number of items in a shop, and since there is no way to reduce the number of items in a shop, the only way to fix the shops would be to go back to the earliest form of the shop setup function, one from a pre-release version that increments as each level plateau is reached, which I would have to re-make from scratch, as I threw it out some time back. It also looks horrible: the items in the shops rearrange themselves every time new items are added, which throws the organization of the shops to hell. It would be possible to fix this by resetting the shops at the beginning of the function if the add_item_to_shop call actually worked as advertised ("Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store," specifically -- meaning that add_item_to_shop(1,200,0) would make item 200 disappear from shop 1), but the call doesn't actually do this. The call doesn't make items disappear if they are already there; it just doesn't add any more. Thus, there's not much I can do. This adds a certain urgency in my mind to the requests we made over in the BoA Editor Suggestions thread, specifically the improved functionality for the shops. I'm e-mailing Jeff to let him know about this, but I'm not sure what he's going to do or how soon it's going to happen. At any rate, I will continue to release occasional updates to the HLPM, and if we actually get those new calls -- a way to reduce the number of items in shops would be really nice, or a way to zero the shops as the docs claim -- then I will fix this. But with the calls we have right now, there just isn't a good way to go about changing this, at least that I can think of. For the time being, don't go into the Shopping Area, change levels, and then go back into the Shopping Area again. If you must, leave the scenario and come back into it in order to do this. EDIT: For the record, this is the e-mail that I sent to Jeff: Hey Jeff and co., I noticed that one call doesn't quite work the way that the docs say. About add_item_to_shop, the docs say: "Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store." That seems to indicate that add_item_to_shop(1,200,0) will make item 200 disappear from shop 1, for example. However, it doesn't do this. It just doesn't add the item to the shop. But if the item was already there, then the call won't do anything, rather than making the item disappear. I bring this up because I have a bug in the HLPM right now (documented here: http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=18&t=000445 ) that I can't seem to fix with the calls that are currently available. (It could in theory be fixed, but it would require a workaround so lengthy that I might run over the script size limit, which I'm already pushing, and it would make the shops ugly as all heck, too.) If add_item_to_shop worked the way that the docs say, I could fix this easily -- or better, if you added some of the calls that we requested in this thread: http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000423 Either way, making the call work as advertised or adding additional calls that make all of this easier, would be great. Just thought I'd let you know. Looking forward to future updates! -- Kelandon EDIT 2: Thanks, Khoth! (He moved the thread when I stupidly put it in the Editor board.) [ Wednesday, August 11, 2004 16:01: 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 |
I need a new word or phrase after GIFTSare2, and I need it now. in General | |
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written Wednesday, August 11 2004 09:33
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MEANIE PANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -------------------- 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 did you register here? in General | |
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written Wednesday, August 11 2004 08:45
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I knew BoA was coming and wanted to get my newbie stupidity out of the way before it arrived. Thus I joined in late Feb '04. My member number used to look hopelessly large, but as we are coming up on 5000 members, it's looking a bit better. My, er, life story is documented here. -------------------- 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 |
Emerald Mountain is Released! in Blades of Avernum | |
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written Tuesday, August 10 2004 22:53
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If you're too lazy to convert the graphics yourself, I'm mirroring the Mac version here for the moment. -------------------- 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 |
Manipulating Time. in Blades of Avernum Editor | |
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written Tuesday, August 10 2004 16:32
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I was thinking you could use flags as digits in a base-256 system (ie increment a flag until it got to 255, then increment the other flag by one and reset the first flag to 0), which would get you something like 64 million ticks with two flags. How *i came up with 3125, I don't know, though. EDIT: Ach, too many zeros. Keep's right: 2^16 is about 64 thousand, not million. [ Tuesday, August 10, 2004 16:42: 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 |
Manipulating Time. in Blades of Avernum | |
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written Tuesday, August 10 2004 16:32
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I was thinking you could use flags as digits in a base-256 system (ie increment a flag until it got to 255, then increment the other flag by one and reset the first flag to 0), which would get you something like 64 million ticks with two flags. How *i came up with 3125, I don't know, though. EDIT: Ach, too many zeros. Keep's right: 2^16 is about 64 thousand, not million. [ Tuesday, August 10, 2004 16:42: 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 |
Manipulating Time. in Blades of Avernum Editor | |
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written Tuesday, August 10 2004 14:41
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Er, dark in the sense of night dark, not dark in the sense of making town dark so you need to cast the Light spell in order to see more than a square away dark. It's annoying that we can't mess with outdoor terrain details nearly as much as we can with town details. I hadn't noticed that (because I've hardly touched outdoor terrains yet). -------------------- 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 |
Manipulating Time. in Blades of Avernum | |
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written Tuesday, August 10 2004 14:41
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Er, dark in the sense of night dark, not dark in the sense of making town dark so you need to cast the Light spell in order to see more than a square away dark. It's annoying that we can't mess with outdoor terrain details nearly as much as we can with town details. I hadn't noticed that (because I've hardly touched outdoor terrains yet). -------------------- 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 |
Inner Sea in Blades of Avernum | |
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written Tuesday, August 10 2004 14:37
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Salmon-style, yo. No, that won't be my entire post. I've also wondered a bit about this concept: a river eats away at its foundations, right? Like, the Grand Canyon was dug by a river, and that sort of thing. So what happens when the rivers in Avernum tear down far enough that they bust a hole in the roof of a lower cavern? Vahnatai lands could be in some serious trouble, I think. [ Tuesday, August 10, 2004 14:39: 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 |
Which board is better? in General | |
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written Tuesday, August 10 2004 14:36
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It could be argued that working with the Arena is a contribution, too, and also that generally being knowledgeable about Blades and not an idiot is also a contribution. -------------------- 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 |
Beta Call for Emerald Mountain in Blades of Avernum | |
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written Tuesday, August 10 2004 14:33
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Beta report sent. It's a fun little scenario. -------------------- 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 |
Nudism in General | |
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written Tuesday, August 10 2004 11:17
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quote:Uh, get a clue. People will stare when other people have clothes on, too. The only way to stop people from staring is to force everyone to wear burkhas. Yet again, nudity is only sexual if it's rare or if you're a pervert. It doesn't have to be. Besides, not everyone "grew up on" values that made human bodies shameful and made sexuality despicable and immoral. -------------------- 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 |
Manipulating Time. in Blades of Avernum Editor | |
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written Tuesday, August 10 2004 10:53
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You could tick off the box that it's taking place in the caves, which are dark, and put surface terrain anyway. I think this would accomplish the same thing, although I haven't tried it. -------------------- 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 |