Profile for Isaac
Field | Value |
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Displayed name | Isaac |
Member number | 4202 |
Title | Warrior |
Postcount | 192 |
Homepage | http://webpages.charter.net/theswamp/isaac/ |
Registered | Sunday, April 4 2004 08:00 |
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The single most annoying part of (Spidweb) RPGs in General | |
Warrior
Member # 4202
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written Tuesday, May 3 2005 12:39
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The treasure items scattered around the dungeons. Gathering it all and carting it back to town in separate loads, possibly after clearing it of monsters so you are not weighed down. Incredibly boring/frustrating. Sure, you could play without the treasure, but it is your main source of money, a very important element. Geneforge (3) has made an advance: a big, practically unlimited, inventory, with the penalty that you can't personally fight when carrying tons of treasure. Still leads to gathering all treasure after having killed all enemies in area, or not bothering because it's still too inconvenient to "get all items of value in the vicinity". Potential solutions: 1) Instant, automatic liquefication (turning to money) of all valubles in the vicinity. Trouble is, then the player never gets to see them. 2) No concept of money in the game. Very minor hindrance to plot/party advancement. Still requires going to pick-up screen all the time to check for better equipment. 3) No items at all. Probably much too drastic. Though I've never been impressed with the enjoyability of the Spiderweb equipment systems. You mostly get the best equipment available and possibly waste a bunch of time fussing over which is better. Much worse with more characters to possibly receive the equipment. Another advantage is not needing to search every little chest in case it contains a really great item. However, I get the feeling this is something of a theme with their games, fitting into the same theme as having secret passages everywhere (but then, not in Geneforge). I find fiddling with items and stats to very much impair my ability to actually role-play, making me just try to get a powerful character. This brings me to an interesting point: so-called Role-Playing Games are really quite a mishmash of tactics, morals, puzzles, patience, etc. Geneforge 3 is getting decent though: I'm trying it with an Agent who fights as little as possible, getting no combat-oriented skills (which includes magic, though possibly not the Mental variety) and no creations, and mostly ignores the items lying around. This character utilizes Leadership, Mechanics, etc, and mostly just runs on past the enemies, a nicely effective strategy. I haven't had time to get very far with it yet, though. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake - Info in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Tuesday, May 3 2005 12:12
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quote:Actually I no longer have any plans to help any more (though that does not entirely rule out it occuring). I've become too much of a contributor to Battle for Wesnoth, and uninterested in BoA, to do much with its editor. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake - Info in Blades of Avernum | |
Warrior
Member # 4202
|
written Tuesday, May 3 2005 12:12
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quote:Actually I no longer have any plans to help any more (though that does not entirely rule out it occuring). I've become too much of a contributor to Battle for Wesnoth, and uninterested in BoA, to do much with its editor. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BUGS! in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Monday, March 28 2005 01:35
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On the enter-combat-end-combat bug (which incidentally prevents ending combat at all sometimes with low amounts of space), a simple (though perhaps not complete, still pretty good) fix would be to not move the party at all if when they end combat they are in a normal party order (i.e. player 1 is next to player 2, 2 is next to 3, etc., except of course dead characters don't need to be anywhere). -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BUGS! in Blades of Avernum | |
Warrior
Member # 4202
|
written Monday, March 28 2005 01:35
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On the enter-combat-end-combat bug (which incidentally prevents ending combat at all sometimes with low amounts of space), a simple (though perhaps not complete, still pretty good) fix would be to not move the party at all if when they end combat they are in a normal party order (i.e. player 1 is next to player 2, 2 is next to 3, etc., except of course dead characters don't need to be anywhere). -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
how to develop a scenario? in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Tuesday, March 1 2005 01:34
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quote:Choosing among a large number of things with a mouse is always annoying, although menus are particularly bad. I'd like to be able to type the name instead (I'm a keyboard person). -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
how to develop a scenario? in Blades of Avernum | |
Warrior
Member # 4202
|
written Tuesday, March 1 2005 01:34
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quote:Choosing among a large number of things with a mouse is always annoying, although menus are particularly bad. I'd like to be able to type the name instead (I'm a keyboard person). -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Tuesday, February 22 2005 01:43
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Well I've gotten Boost installed (help I used). The interfaces you've been proposing look good to me, though I couldn't say how useful they would be in practice without knowing what the rest of the interface will be. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Tuesday, February 22 2005 01:43
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Well I've gotten Boost installed (help I used). The interfaces you've been proposing look good to me, though I couldn't say how useful they would be in practice without knowing what the rest of the interface will be. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Sunday, February 20 2005 06:51
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Argh. I've been trying to install the Boost libraries. When it gets to compiling "xml_grammar", it eats the rest of my ~1.8 GB disk space, presumably for virtual memory, and never finishes compiling it. When I restart my computer, I can repeat the process -- not much fun. These are the shell commands I entered trying to follow some advice (Boost-getting started, Boost Wiki-MacOSX build help): Any advice? -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Sunday, February 20 2005 06:51
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Argh. I've been trying to install the Boost libraries. When it gets to compiling "xml_grammar", it eats the rest of my ~1.8 GB disk space, presumably for virtual memory, and never finishes compiling it. When I restart my computer, I can repeat the process -- not much fun. These are the shell commands I entered trying to follow some advice (Boost-getting started, Boost Wiki-MacOSX build help): Any advice? -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Saturday, February 19 2005 01:41
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Well, I tested your example or "virtual inheritance", only by doing everything in static objects' constructors. I can't see how there could be anything wrong with this thing. And I got: But wait... crashes the program. So as far as I can tell, it should be fine as long as we avoid using it before it's constructed. Which we'd have to do the equivalent of anyway if we didn't declare it statically. EDIT: KernelKnowledge, could you remove that really long comment from your code, or break it into multiple lines? It's stretching the page. EDIT 2: Don't forget, references allow polymorphism just like pointers. (probably obvious, but... just mentioning it) EDIT 3: Or is this a compiler-dependent thing? I'm using GCC (because XCode uses that). [ Saturday, February 19, 2005 01:52: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Saturday, February 19 2005 01:41
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Well, I tested your example or "virtual inheritance", only by doing everything in static objects' constructors. I can't see how there could be anything wrong with this thing. And I got: But wait... crashes the program. So as far as I can tell, it should be fine as long as we avoid using it before it's constructed. Which we'd have to do the equivalent of anyway if we didn't declare it statically. EDIT: KernelKnowledge, could you remove that really long comment from your code, or break it into multiple lines? It's stretching the page. EDIT 2: Don't forget, references allow polymorphism just like pointers. (probably obvious, but... just mentioning it) EDIT 3: Or is this a compiler-dependent thing? I'm using GCC (because XCode uses that). [ Saturday, February 19, 2005 01:52: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Friday, February 18 2005 14:32
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quote:What do you mean, "virtual inheritance"? Like 'class derived : virtual base'? If so, I don't know a lot about that, or what difference it makes. If you mean virtual functions, those shouldn't be a problem. quote:I don't dislike it as advertising. It would probably be useful to look at something like that, since I don't even know quite what is legal to do with templates in C++, and learning just that wouldn't be all that useful by itself either. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Friday, February 18 2005 14:32
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quote:What do you mean, "virtual inheritance"? Like 'class derived : virtual base'? If so, I don't know a lot about that, or what difference it makes. If you mean virtual functions, those shouldn't be a problem. quote:I don't dislike it as advertising. It would probably be useful to look at something like that, since I don't even know quite what is legal to do with templates in C++, and learning just that wouldn't be all that useful by itself either. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Friday, February 18 2005 12:44
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quote:Really? I thought whatever you're talking about was handled fine, and the main problem with static variables was the order they get initialized in relation to each other. Sure, statically declared variables can't have their type determined polymorphically, but so what? You don't want to determine their type at runtime do you? Polymorphism != inheritance. (If you're still right, could you give me an example of the problem occuring?) Also, if the STL is amazing, then boost::mpl is at least doubly amazing. Templates look almost simple at first, but it turns out that many recent programming paradigms and other things can be implemented with them... [ Friday, February 18, 2005 12:47: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Friday, February 18 2005 12:44
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quote:Really? I thought whatever you're talking about was handled fine, and the main problem with static variables was the order they get initialized in relation to each other. Sure, statically declared variables can't have their type determined polymorphically, but so what? You don't want to determine their type at runtime do you? Polymorphism != inheritance. (If you're still right, could you give me an example of the problem occuring?) Also, if the STL is amazing, then boost::mpl is at least doubly amazing. Templates look almost simple at first, but it turns out that many recent programming paradigms and other things can be implemented with them... [ Friday, February 18, 2005 12:47: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Illegal distribution on the BoAC in Blades of Avernum | |
Warrior
Member # 4202
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written Monday, February 14 2005 11:47
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quote:But the DMCA is an abominably pernicious threat to society! And laws are generally too much of a bother to examine or use aggressively. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Monday, February 14 2005 10:43
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I found a cross-platform C++ library that uses OpenGL: http://plib.sourceforge.net/ . I'm not sure how good it would be to use, but the abilities that it claims to have seem good. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Monday, February 14 2005 10:43
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I found a cross-platform C++ library that uses OpenGL: http://plib.sourceforge.net/ . I'm not sure how good it would be to use, but the abilities that it claims to have seem good. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Friday, February 4 2005 13:42
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I support the modularization such as the "GUI/kernel split". I want it to be easy to, for example, write a keyboard-driven interface. I don't understand what this "for_each" would actually be supposed to do, but I don't see anything wrong with having a common base class like that. I just don't see anything you could want to do with it that couldn't be achieved better by, say, templates. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Warrior
Member # 4202
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written Friday, February 4 2005 13:42
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I support the modularization such as the "GUI/kernel split". I want it to be easy to, for example, write a keyboard-driven interface. I don't understand what this "for_each" would actually be supposed to do, but I don't see anything wrong with having a common base class like that. I just don't see anything you could want to do with it that couldn't be achieved better by, say, templates. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Monday, January 31 2005 01:39
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quote:Yes, and you can put it there since you have the most bug-fixed version. Make sure it's clear what license it has. quote:Do that too. quote:Okay, thanks, I'll look into that. [ Monday, January 31, 2005 01:40: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 4202
|
written Monday, January 31 2005 01:39
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quote:Yes, and you can put it there since you have the most bug-fixed version. Make sure it's clear what license it has. quote:Do that too. quote:Okay, thanks, I'll look into that. [ Monday, January 31, 2005 01:40: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Sunday, January 30 2005 08:49
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quote:Okay, I'll PM you what I think you mean (I've made a SourceForge account). quote:Hmm, oh well, I obviously use MacOSX, and I don't know how to use CVS, but I can probably figure it out.... -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |