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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BoA Editor Remake in Blades of Avernum | |
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 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Saturday, January 29 2005 14:29
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quote:Uhhh... I need to create an account on SourceForge? (well, obviously yes... anything else?) :P -------------------- 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, January 29 2005 14:29
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quote:Uhhh... I need to create an account on SourceForge? (well, obviously yes... anything else?) :P -------------------- 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 Bugs v1.1 in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Friday, January 28 2005 02:24
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Riposte only works VERY rarely, no matter how much skill you have in it. Like maybe 1% of the time. Such a hard-to-get special skill being nearly useless and not visibly increasing anything as your skill with it increases must be a bug. (of course I used the character editor to test this.) EDIT: maybe I'm out of date... what exactly is this a list of? and what happened to the bug that shooting friendly people didn't make them hostile? [ Friday, January 28, 2005 02:28: 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 Bugs v1.1 in Blades of Avernum | |
Warrior
Member # 4202
|
written Friday, January 28 2005 02:24
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Riposte only works VERY rarely, no matter how much skill you have in it. Like maybe 1% of the time. Such a hard-to-get special skill being nearly useless and not visibly increasing anything as your skill with it increases must be a bug. (of course I used the character editor to test this.) EDIT: maybe I'm out of date... what exactly is this a list of? and what happened to the bug that shooting friendly people didn't make them hostile? [ Friday, January 28, 2005 02:28: 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 |
HELP ME in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Friday, January 28 2005 02:17
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Are you sure you've done this? quote:And if so, you should also make sure you haven't accidentally removed any of the data files. -------------------- 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 |
HELP ME in Blades of Avernum | |
Warrior
Member # 4202
|
written Friday, January 28 2005 02:17
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Are you sure you've done this? quote:And if so, you should also make sure you haven't accidentally removed any of the data files. -------------------- 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, January 28 2005 02:13
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quote:I don't expect to do a lot with this; I'm more expecting others to start it and me to contribute some if I can. :) I think the most productive thing to do at this point is get on with it - you seem to know what you're doing, and waiting for other people who may not have a lot of time will not help. I hope you know where to start, and good luck! -------------------- 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, January 28 2005 02:13
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quote:I don't expect to do a lot with this; I'm more expecting others to start it and me to contribute some if I can. :) I think the most productive thing to do at this point is get on with it - you seem to know what you're doing, and waiting for other people who may not have a lot of time will not help. I hope you know where to start, and good luck! -------------------- 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 Wednesday, January 26 2005 02:40
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quote:I agree. I have experience with it, and, well, it's cross-platform and can already do anything we want, besides being fast. It was a little hard for me to learn, but it's easy to use for simple 2D tasks. There are also lots of C++ layers that have been made for it, but using those would probably be overkill. The task of drawing the lines for border rectangles might be made simpler or more possible by using OpenGL's depth buffer, although it wouldn't make as much of a difference as it could because the graphics are flat. quote:Plain OpenGL doesn't do ANY image loading - it gets to be cross-platform by not doing anything platform-specific. And its native graphics format has the image's pixels arranged in a different order than either Cocoa (MacOSX) or SDL, the two libraries I've used for the purpose, deliver images in, so there has to be a function to re-order the pixel data. quote:I doubt it. That is a normal way to define what is inside a rect. quote:While the comments may say that, my understanding of the code is contradictory to that. In load_campaign() in the Mac editor, it checks whether it is a "windows scenario" and if so, ports it, and when saving, if it is a "windows scenario", ports it again before saving. I believe the type of a scenario, Windows or Mac, is determined upon creation. quote:Yes, extensibility is key. We want to get it usable quickly without hindering the addition of more advanced features. A good human interface design is an important thing (technically, it's the only reason we aren't editing the file's data directly :P ). We should probably have some reasonably detailed idea of what we're actually trying to make, although the more flexible the code is, the less is necessary to figure out in advance. One idea I had was a selection of the most recent things (floor, monster, item, terrain) that can be chosen from to place more of. The main view should be the same shape as the game's view, at least in 3D. We shouldn't restrict ourselves to too small a window. Just a few comments.... -------------------- 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
|
written Wednesday, January 26 2005 02:40
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quote:I agree. I have experience with it, and, well, it's cross-platform and can already do anything we want, besides being fast. It was a little hard for me to learn, but it's easy to use for simple 2D tasks. There are also lots of C++ layers that have been made for it, but using those would probably be overkill. The task of drawing the lines for border rectangles might be made simpler or more possible by using OpenGL's depth buffer, although it wouldn't make as much of a difference as it could because the graphics are flat. quote:Plain OpenGL doesn't do ANY image loading - it gets to be cross-platform by not doing anything platform-specific. And its native graphics format has the image's pixels arranged in a different order than either Cocoa (MacOSX) or SDL, the two libraries I've used for the purpose, deliver images in, so there has to be a function to re-order the pixel data. quote:I doubt it. That is a normal way to define what is inside a rect. quote:While the comments may say that, my understanding of the code is contradictory to that. In load_campaign() in the Mac editor, it checks whether it is a "windows scenario" and if so, ports it, and when saving, if it is a "windows scenario", ports it again before saving. I believe the type of a scenario, Windows or Mac, is determined upon creation. quote:Yes, extensibility is key. We want to get it usable quickly without hindering the addition of more advanced features. A good human interface design is an important thing (technically, it's the only reason we aren't editing the file's data directly :P ). We should probably have some reasonably detailed idea of what we're actually trying to make, although the more flexible the code is, the less is necessary to figure out in advance. One idea I had was a selection of the most recent things (floor, monster, item, terrain) that can be chosen from to place more of. The main view should be the same shape as the game's view, at least in 3D. We shouldn't restrict ourselves to too small a window. Just a few comments.... -------------------- 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
|
written Tuesday, January 25 2005 02:15
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quote:I tried to make it so that it was exactly the same as in the game when you had maximum light (and when wouldn't you, if you're trying to see?) If it does not, I need details. quote:When would the editor want to use sounds? Hmm, the current editor does for buttons and stuff. But we don't need to use 'snd ' resources for that, even if we want to keep it. quote:I can give a little help, probably mostly with improving my code. I did a number of bad things with it, trying to make it the same style as the old code, and just doing generally stupid things (putting 2 in a variable declared as Boolean, for example). quote:Best to ask Jeff... he should know what his license means... quote:I agree. It is unbelievable what can be done with C++ templates. Not terribly relevant to the issue at hand, though. quote:I think it would: it seems to be an open-source license. quote:Yes. Especially Undo. (but that's just because I've wanted Undo more than copy/paste.) quote:Yes, of course. -------------------- 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 Tuesday, January 25 2005 02:15
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quote:I tried to make it so that it was exactly the same as in the game when you had maximum light (and when wouldn't you, if you're trying to see?) If it does not, I need details. quote:When would the editor want to use sounds? Hmm, the current editor does for buttons and stuff. But we don't need to use 'snd ' resources for that, even if we want to keep it. quote:I can give a little help, probably mostly with improving my code. I did a number of bad things with it, trying to make it the same style as the old code, and just doing generally stupid things (putting 2 in a variable declared as Boolean, for example). quote:Best to ask Jeff... he should know what his license means... quote:I agree. It is unbelievable what can be done with C++ templates. Not terribly relevant to the issue at hand, though. quote:I think it would: it seems to be an open-source license. quote:Yes. Especially Undo. (but that's just because I've wanted Undo more than copy/paste.) quote:Yes, of course. -------------------- 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 Monday, January 24 2005 12:09
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quote:Probably a good idea, although I haven't looked at it much. quote:There are two things to consider: 1) More people know C than C++. The more people who can understand/modify the code, the better. 2) C++ is better than C for many things. I think that using Sourceforge would probably be a good idea. What we're doing now is not good. It is too much of a bother for me to update my version when other people make improvements. And if there is more involvement than a single person, we will need a better system for dealing with modifications than uploading modified source files. If we rewrite it completely, I think we can choose our own open-source license, although I'm not sure we'd want one different from the original's. I believe the current editor's license is not GPL-compatible. (I'm not sure of any of this though because I'm not a lawyer.... :rolleyes: ) -------------------- 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 Monday, January 24 2005 12:09
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quote:Probably a good idea, although I haven't looked at it much. quote:There are two things to consider: 1) More people know C than C++. The more people who can understand/modify the code, the better. 2) C++ is better than C for many things. I think that using Sourceforge would probably be a good idea. What we're doing now is not good. It is too much of a bother for me to update my version when other people make improvements. And if there is more involvement than a single person, we will need a better system for dealing with modifications than uploading modified source files. If we rewrite it completely, I think we can choose our own open-source license, although I'm not sure we'd want one different from the original's. I believe the current editor's license is not GPL-compatible. (I'm not sure of any of this though because I'm not a lawyer.... :rolleyes: ) -------------------- 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 Thursday, January 20 2005 10:47
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Could it be an endianness bug: Do you know whether the relevant scenarios were created on a different platform from the one being used to import with, or anything like that? -------------------- 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
|
written Thursday, January 20 2005 10:47
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Could it be an endianness bug: Do you know whether the relevant scenarios were created on a different platform from the one being used to import with, or anything like that? -------------------- 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 |
Is Plot Important? in Blades of Avernum | |
Warrior
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written Wednesday, January 12 2005 12:28
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quote:What you are giving an example of here is bad plot. Bad plot, IMO, is usually worse than no plot, which is still bad. A scenario with mediocre but decent plot can manage well enough as a scenario of fun gameplay (as opposed to story). P.S. If you like gameplay and don't mind a simple or clichéd story, try Battle for Wesnoth. It's an excellent, free TBS (turn-based strategy) game with an experience component, but you need to break out of your RPG habits and get many levelled units rather than focusing on a few. Most units only have up to level 3, and experience is wasted on the level 3's, but each level of a unit is unique. For example, when an Elvish Fighter levels up, you choose whether it becomes an Elvish Hero (which can then become an Elvish Champion), or an Elvish Captain (which can then become an Elvish Marshal). Its version is officially 0.8.8 at present, but it's much better than many games are at 1.0. -------------------- 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 Tuesday, January 11 2005 16:10
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New (and hopefully better) screenshots uploaded! And good luck, Notus, in bringing this editor to the other half of our community. -------------------- 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
|
written Tuesday, January 11 2005 16:10
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New (and hopefully better) screenshots uploaded! And good luck, Notus, in bringing this editor to the other half of our community. -------------------- 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 |
Simulating melee combat damage in Blades of Avernum Editor | |
Warrior
Member # 4202
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written Tuesday, January 11 2005 10:48
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quote:I agree -- in fact, I would go further than that. How would one go about attacking oneself in a normal manner? It seems like it would be different, and therefore do a different amount of damage ... unless there is some kind of recursive portal involved that allows one to attack forward and the weapon is reflected or teleported back to that character, or some equally weird situation. EDIT: quote:Normal weapons never do more than 1-8/level (which are e.g. Blessed Greatswords). Sometimes I equip my mages with greatswords because I have extra ones and why not. I don't think that is a good sort of assumption to make if you care much about correctness. [ Tuesday, January 11, 2005 10:53: 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 |
Simulating melee combat damage in Blades of Avernum | |
Warrior
Member # 4202
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written Tuesday, January 11 2005 10:48
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quote:I agree -- in fact, I would go further than that. How would one go about attacking oneself in a normal manner? It seems like it would be different, and therefore do a different amount of damage ... unless there is some kind of recursive portal involved that allows one to attack forward and the weapon is reflected or teleported back to that character, or some equally weird situation. EDIT: quote:Normal weapons never do more than 1-8/level (which are e.g. Blessed Greatswords). Sometimes I equip my mages with greatswords because I have extra ones and why not. I don't think that is a good sort of assumption to make if you care much about correctness. [ Tuesday, January 11, 2005 10:53: 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 |
Earasing charcters. in Blades of Avernum Editor | |
Warrior
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written Wednesday, January 5 2005 01:22
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If you use erase_char, remember to use it every time the party enters town after the char is erased. You will probably need a Stuff Done Flag (SDF) for this. -------------------- 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 |
Earasing charcters. in Blades of Avernum | |
Warrior
Member # 4202
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written Wednesday, January 5 2005 01:22
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If you use erase_char, remember to use it every time the party enters town after the char is erased. You will probably need a Stuff Done Flag (SDF) for this. -------------------- 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 Sunday, January 2 2005 07:06
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quote:Great! Reorganizing the code could be a significant improvement. Hopefully you can manage the porting. I've uploaded the fix as 1.0.1. Serves me right for ignoring the warnings just because there were too many already. Another 'bug' I happened to find was that using option-click to center on a place made the editor think it needed saving. Some code changes could fix that, but a good, comprehensive fix for that sort of thing would require significant code changes. handle_ter_spot_press() could set whether it needs saving directly, or return whether it needs saving, but that risks true modifications being missed. A better, more 'object-oriented' design would have modification methods for the terrain, etc., which would record that a modification has happened. -------------------- 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 |