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BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #13
quote:
Originally written by KernelKnowledge12:

You'll have to tell me the UNIX username (not the publicly shown one) you choose, then I'll give you developer access to the files.
Okay, I'll PM you what I think you mean (I've made a SourceForge account).

quote:
Also to get/change/commit the code you'll have to get a cvs client (if you don't have one already). If you don't know how to use cvs, well, this'll be a problem, as cvs is very hard to learn, but its not impossible. Since I used windows, I could get Tortoise CVS which is much easier to use than regular CVS, though it doesn't take advantage of advanced features. Don't know what clients there are for OS X, but the information is all on SourceForge.net. Also you can look up "The CVS Book." (Its free and online.)
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
Profile Homepage #11
quote:
Originally written by KernelKnowledge12:

Isaac: I still need your SourceForge.net user name (UNIX username) so I can give you developer access to the project. If you want to give it to me, email it or pm it.
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
Profile Homepage #11
quote:
Originally written by KernelKnowledge12:

Isaac: I still need your SourceForge.net user name (UNIX username) so I can give you developer access to the project. If you want to give it to me, email it or pm it.
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
Profile Homepage #3
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
Profile Homepage #3
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
Profile Homepage #1
Are you sure you've done this?
quote:
you need to move the editor application (.exe file) itself into the "Data" folder
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
Profile Homepage #1
Are you sure you've done this?
quote:
you need to move the editor application (.exe file) itself into the "Data" folder
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
Profile Homepage #9
quote:
Originally written by KernelKnowledge12:

as of now, I do not know if the other two lead developers of this project (Isaac and Notus) are even aware of this project's acceptance. I'd like to wait for them before doing anything significant (including asking for help).
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
Profile Homepage #9
quote:
Originally written by KernelKnowledge12:

as of now, I do not know if the other two lead developers of this project (Isaac and Notus) are even aware of this project's acceptance. I'd like to wait for them before doing anything significant (including asking for help).
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
Profile Homepage #59
quote:
I'm beginning to think we should use OpenGL for the bulk of image handling.
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:
Since it's cross-platform it might support PICT files, eliminating the first problem without any coding neccessary.
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:
quote:

Also wxRect::Inside() returns true when given point is on whole boundary. PtInRect() (in both platform) returns true when given point hits top or left boundary, but it returns false when it hits bottom or right boundary.

This could be a bug in the original BoA Source code

I doubt it. That is a normal way to define what is inside a rect.

quote:
quote:
[b]
Most of published and under-development scenarios use custom graphics for floor, terrain, creatures, items and introduction pictures. These graphics needs conversion to be ported to another platform. This conversion involves data format, file format and file name (resource ID) changes. It can be automated by a custom utility. If this utility also supports endian conversion on data (.bas) file, there is no need to implement the "flip blah" function to the editor.


The resource conversion utility is a good idea, but there is only one type of .bas file (at least according to the Jeff's comments.) This file type is stored in Big-Endian. The windows editor (and I'm assuming the windows BoA) loads the .bas file and converts the Big-Endian to Little-Endian through the flip functions. They are needed in the windows editor, and there is no way (that I can see) to take them out, although they can be made a little cleaner[/b]
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:
Also we might want to expand it so we can add on a script editor to the actual editor.
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
Profile Homepage #59
quote:
I'm beginning to think we should use OpenGL for the bulk of image handling.
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:
Since it's cross-platform it might support PICT files, eliminating the first problem without any coding neccessary.
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:
quote:

Also wxRect::Inside() returns true when given point is on whole boundary. PtInRect() (in both platform) returns true when given point hits top or left boundary, but it returns false when it hits bottom or right boundary.

This could be a bug in the original BoA Source code

I doubt it. That is a normal way to define what is inside a rect.

quote:
quote:
[b]
Most of published and under-development scenarios use custom graphics for floor, terrain, creatures, items and introduction pictures. These graphics needs conversion to be ported to another platform. This conversion involves data format, file format and file name (resource ID) changes. It can be automated by a custom utility. If this utility also supports endian conversion on data (.bas) file, there is no need to implement the "flip blah" function to the editor.


The resource conversion utility is a good idea, but there is only one type of .bas file (at least according to the Jeff's comments.) This file type is stored in Big-Endian. The windows editor (and I'm assuming the windows BoA) loads the .bas file and converts the Big-Endian to Little-Endian through the flip functions. They are needed in the windows editor, and there is no way (that I can see) to take them out, although they can be made a little cleaner[/b]
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:
Also we might want to expand it so we can add on a script editor to the actual editor.
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
Profile Homepage #56
quote:
This is either a bug and/or a forgotten feature.

Lighting in realistic mode does not match the game lighting. Also, could we have a time control so that we can get a look at the different light levels ?
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:
Oh, I forgot about sound. wxWidget doesn't support 'snd ' resource
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:
For liscensing issues, the GPL should be more than adequate, although before we start any coding, or even start a project on sourceforge, we should ask Jeff for express permission. Before this though, we should probably find out exactly how many people are willing to help.
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:
I looked over the BoA Editor liscense, and would a remake of the Editor constitute a "Contribution"? Also, why does the last part, entitled "YOU MAY NOT:" seem to contradict the other parts?
Best to ask Jeff... he should know what his license means...

quote:
On a side note, I just found out about this library a week ago, and IMHO it's brilliant:
Phoenix
I agree. It is unbelievable what can be done with C++ templates. Not terribly relevant to the issue at hand, though.

quote:
Does SourceForge accept the Editor's license ?
I think it would: it seems to be an open-source license.

quote:
I feel Copy/Paste function is definitely needed, too. And also Undo.
Yes. Especially Undo. (but that's just because I've wanted Undo more than copy/paste.)

quote:
But I think I should finish Windows port of Isaac's 3D editor first.
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
Profile Homepage #56
quote:
This is either a bug and/or a forgotten feature.

Lighting in realistic mode does not match the game lighting. Also, could we have a time control so that we can get a look at the different light levels ?
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:
Oh, I forgot about sound. wxWidget doesn't support 'snd ' resource
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:
For liscensing issues, the GPL should be more than adequate, although before we start any coding, or even start a project on sourceforge, we should ask Jeff for express permission. Before this though, we should probably find out exactly how many people are willing to help.
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:
I looked over the BoA Editor liscense, and would a remake of the Editor constitute a "Contribution"? Also, why does the last part, entitled "YOU MAY NOT:" seem to contradict the other parts?
Best to ask Jeff... he should know what his license means...

quote:
On a side note, I just found out about this library a week ago, and IMHO it's brilliant:
Phoenix
I agree. It is unbelievable what can be done with C++ templates. Not terribly relevant to the issue at hand, though.

quote:
Does SourceForge accept the Editor's license ?
I think it would: it seems to be an open-source license.

quote:
I feel Copy/Paste function is definitely needed, too. And also Undo.
Yes. Especially Undo. (but that's just because I've wanted Undo more than copy/paste.)

quote:
But I think I should finish Windows port of Isaac's 3D editor first.
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
Profile Homepage #46
quote:
Originally written by KernelKnowledge12:

See how you like wxWidgets. It's extremely powerful and over 12 years in the making.
Probably a good idea, although I haven't looked at it much.

quote:
First I think we see if we can get inheritance on our side, but, yes, there are several ways the classes in the original source code can be bettered.
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
Profile Homepage #46
quote:
Originally written by KernelKnowledge12:

See how you like wxWidgets. It's extremely powerful and over 12 years in the making.
Probably a good idea, although I haven't looked at it much.

quote:
First I think we see if we can get inheritance on our side, but, yes, there are several ways the classes in the original source code can be bettered.
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
Profile Homepage #28
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
Profile Homepage #28
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
Member # 4202
Profile Homepage #10
quote:
Originally written by Icshi:

Plot is not only very important in a scenario, it is vital. Which is why I found Canopy a mediocre scenario despite its very impressive scripting, excellent cutscenes, and enormously fun combat situations. The story made very little sense, and after the second nonsensical plottwist infodump I rather lost patience and just determinedly plowed through the rest of it.
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
Profile Homepage #13
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
Profile Homepage #13
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
Profile Homepage #4
quote:
Originally written by Garrison:

It will be very hard to simulate exactly how damage a PC could do to itself, but I don't think anyone would care.
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:
Originally written by General Leon:

Bruisers should have higher-damage weapons, something arond 1-10/level, whereas magi should have weaker ones, somewhere around 1-5/level.
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
Profile Homepage #4
quote:
Originally written by Garrison:

It will be very hard to simulate exactly how damage a PC could do to itself, but I don't think anyone would care.
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:
Originally written by General Leon:

Bruisers should have higher-damage weapons, something arond 1-10/level, whereas magi should have weaker ones, somewhere around 1-5/level.
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
Member # 4202
Profile Homepage #2
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
Profile Homepage #2
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
Profile Homepage #10
quote:
Originally written by Notus:

Currently working on code reorganization and preparing for the Windows port.
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.

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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

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