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print_big_str_color() not working? in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #2
Yes, I have found this problem too. Luckily, the string manipulation commands (along with print_str_color) are a workaround.

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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
print_big_str_color() not working? in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #2
Yes, I have found this problem too. Luckily, the string manipulation commands (along with print_str_color) are a workaround.

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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
Another Bug in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #2
It's because guards count as "summoned" creatures. They are set to "summoned" (and never disappearing) in the INIT_STATE of their script (probably so people don't kill them for their equipment, which they won't drop, as "summoned" creatures). For some reason, attacking a summoned creature doesn't make it hostile. Control Foes gives the target Charmed status (at least at skill 3). Since it's charmed, it's on the opposite side from normal. Their normal attitude is friendly to you, so now they will act hostile.

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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
Another Bug in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #2
It's because guards count as "summoned" creatures. They are set to "summoned" (and never disappearing) in the INIT_STATE of their script (probably so people don't kill them for their equipment, which they won't drop, as "summoned" creatures). For some reason, attacking a summoned creature doesn't make it hostile. Control Foes gives the target Charmed status (at least at skill 3). Since it's charmed, it's on the opposite side from normal. Their normal attitude is friendly to you, so now they will act hostile.

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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
Morog's Sucky Sceptre in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #3
There are healers like that in BoA, they just work differently. You need to say something like "I need healing. (Pay 150 coins.)" Then you will be asked to select the character with the cursed item(s). Hamer in Sweetgrove in Valley of Dying Things can do that.

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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
Betatesters wanted for BetterEditor in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #15
quote:
Originally written by Kelandon:

If you manage to make a 3D editor (or even just a Preview command), I think virtually all designers will be deeply in debt to you for all eternity.
And since I'm sometimes a designer, I'll be deeply in debt to myself. :) Yet another motivating force. :)

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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
Betatesters wanted for BetterEditor in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #15
quote:
Originally written by Kelandon:

If you manage to make a 3D editor (or even just a Preview command), I think virtually all designers will be deeply in debt to you for all eternity.
And since I'm sometimes a designer, I'll be deeply in debt to myself. :) Yet another motivating force. :)

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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
Betatesters wanted for BetterEditor in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #13
quote:
Originally written by Grey-Eyed Stranger:

I seriously doubt Khoth has the time to completely recode the BoA engine rendering system.
Khoth? Who's that? It's certainly not me. In fact, I have made a good deal of progress making a 3D editor. I have plenty of time, because it's my summer vacation. And, I like coding. :)

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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
Betatesters wanted for BetterEditor in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #13
quote:
Originally written by Grey-Eyed Stranger:

I seriously doubt Khoth has the time to completely recode the BoA engine rendering system.
Khoth? Who's that? It's certainly not me. In fact, I have made a good deal of progress making a 3D editor. I have plenty of time, because it's my summer vacation. And, I like coding. :)

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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
2 Questions/Problems in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #8
In the town script, use set_name() to set the name of people (or other creatures). Use it in the INIT_STATE of the town script.

void set_name(short which_char_or_group,char new_name) - Sets the name of the character/group to new_name. Maximum name length is 19 characters.

To find the which_char_or_group, when the person is selected in the editor, look at the creature number in the top left of the text in the bottom left of the screen. For example, "Creature 22: Merchant"

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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
2 Questions/Problems in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #8
In the town script, use set_name() to set the name of people (or other creatures). Use it in the INIT_STATE of the town script.

void set_name(short which_char_or_group,char new_name) - Sets the name of the character/group to new_name. Maximum name length is 19 characters.

To find the which_char_or_group, when the person is selected in the editor, look at the creature number in the top left of the text in the bottom left of the screen. For example, "Creature 22: Merchant"

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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
Some trouble with my terrain script. in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #1
I don't know if this would fix it, but you could put "end();" just before the "break;" at the end. It seems creature scripts will sometimes repeat until they are stopped, anyway.

I had another thought. Are you using terrain messages? If a terrain script has a message, it will happen again at the end of the turn. If somehow it got another message, it might repeat itself again and again. This idea seems rather unlikely, though...

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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
Some trouble with my terrain script. in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #1
I don't know if this would fix it, but you could put "end();" just before the "break;" at the end. It seems creature scripts will sometimes repeat until they are stopped, anyway.

I had another thought. Are you using terrain messages? If a terrain script has a message, it will happen again at the end of the turn. If somehow it got another message, it might repeat itself again and again. This idea seems rather unlikely, though...

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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
Gainful Employment in General
Warrior
Member # 4202
Profile Homepage #16
quote:
Originally written by Block:

I'm currently unemployed, being 15 years old, but I'm aiming for the technological field for my profession, specifically in Computer Programming.
Same for me. Even the same age!

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Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
The HLPM is finished! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #14
It would be possible to have the player type in the level. Just get a text response and check separately whether it's "1", "2","3"..."99","100".

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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
War, war, war! in The Exile Trilogy
Warrior
Member # 4202
Profile Homepage #51
quote:
Originally written by Eldibs:

The humans would win. Think about it. What resource the the humans use that none of the other races use... Horses. One human would be riding along on his horse, and a Nephil would shoot a bow at him, a slith would try to spear him, etc, etc, an they would miss and hit the horse. The horse, being indestructible, would not be injured, and the human would escape. He would then tell all the armorers to start making horse-hide armor and equip all the soldiers with it, and voila! Indestructible human soldiers.

They could even make horse-hide robes for the mages!

When you are riding along on your horse, the enemies can still hurt you. In fact, you can't even enter combat to fight back!

Horse-hide armor would be impossible to make, because horses are invulnerable, invincible, indestructible, and impenetrable. How would they get the hide off the horse?

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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
Compare and Contrast in General
Warrior
Member # 4202
Profile Homepage #6
I believe that would work. I don't know if it's completely legitimate, but long ago, I did it with BoE to see whether it worked before buying it. I'd say it's a reasonable thing to do, as long as you don't make huge modifications.

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Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
Betatesters wanted for BetterEditor in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #10
Ah, now it makes sense to me. You should describe it in more detail in the readme.

Testing normal editor features, they didn't work! I couldn't change the floor, terrain except for walls, or height the normal way. Special tools like the paintbrush can change them, though.

On the subject of the rectangle wall, I couldn't get some of the other rectangle tools to work at all.

Also, the wall-drawing tool seemed to be active any time a wall had been selected, even after switching to height or floor mode.

**************

I have been working on making a version of the editor. So far I have turned the zoomed-in view into a "middle zoom" view that lets you edit an 18x18 area. I'm going to have to start over anyway to let the user have normal zoomed in view. I was wondering whether you had any additional plans for BetterEditor or whether I can use it as a starting point for my version once it's not so buggy? Other features I am planning on are:
A way to change number of outdoor sectorsan "eyedropper" tool to select a type of floor or terrain you have already placedIf I'm feeling really ambitious and can figure out how to do it, a 3D view like in the game, that can be edited. I found a function in the editor code that lets you check line of sight, so I could even have a mode where you can only "see" from the square you're centered on, as a way to test how it would really look in the game.

[ Thursday, June 24, 2004 08:55: Message edited by: Isaac ]

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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
Betatesters wanted for BetterEditor in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #10
Ah, now it makes sense to me. You should describe it in more detail in the readme.

Testing normal editor features, they didn't work! I couldn't change the floor, terrain except for walls, or height the normal way. Special tools like the paintbrush can change them, though.

On the subject of the rectangle wall, I couldn't get some of the other rectangle tools to work at all.

Also, the wall-drawing tool seemed to be active any time a wall had been selected, even after switching to height or floor mode.

**************

I have been working on making a version of the editor. So far I have turned the zoomed-in view into a "middle zoom" view that lets you edit an 18x18 area. I'm going to have to start over anyway to let the user have normal zoomed in view. I was wondering whether you had any additional plans for BetterEditor or whether I can use it as a starting point for my version once it's not so buggy? Other features I am planning on are:
A way to change number of outdoor sectorsan "eyedropper" tool to select a type of floor or terrain you have already placedIf I'm feeling really ambitious and can figure out how to do it, a 3D view like in the game, that can be edited. I found a function in the editor code that lets you check line of sight, so I could even have a mode where you can only "see" from the square you're centered on, as a way to test how it would really look in the game.

[ Thursday, June 24, 2004 08:55: 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
Betatesters wanted for BetterEditor in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #8
Rectangle wall and get (x,y) location only work in zoomed out mode.

Wall drawing is a good idea, but I currently can't get it to do what I want reliably. It's always putting walls in the wrong direction, not in the path I drag it. It might help if it knew that two walls facing each other, essentially in the same place but on different squares, wasn't a good thing to make. I have no idea how it's implemented, though, so I don't know what you can do with it. It also acts very strangely in zoomed out mode.

Other tools don't work properly. The spraycan and paintbrush tools, for example, I used one time. Next time I clicked, nothing happened except it went back to the normal drawing cursor. But nothing worked until I selected another tool or terrain to draw.

--------------------
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
Betatesters wanted for BetterEditor in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #8
Rectangle wall and get (x,y) location only work in zoomed out mode.

Wall drawing is a good idea, but I currently can't get it to do what I want reliably. It's always putting walls in the wrong direction, not in the path I drag it. It might help if it knew that two walls facing each other, essentially in the same place but on different squares, wasn't a good thing to make. I have no idea how it's implemented, though, so I don't know what you can do with it. It also acts very strangely in zoomed out mode.

Other tools don't work properly. The spraycan and paintbrush tools, for example, I used one time. Next time I clicked, nothing happened except it went back to the normal drawing cursor. But nothing worked until I selected another tool or terrain to draw.

--------------------
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
badly needed: x, y coords! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #1
Center the screen on the space. It will tell you the coordinates in the bottom right corner.

Or better, get BetterEditor - it has such a feature.

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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
badly needed: x, y coords! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #1
Center the screen on the space. It will tell you the coordinates in the bottom right corner.

Or better, get BetterEditor - it has such a feature.

--------------------
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
char_on_loc in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #3
Firstly, it is not a bug. Specials trigger before the character actually enters the square. That way they can, for instance, block the party from entering it.

The most efficient way to get what you want is first_group_member(0). Group 0 is the party.

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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
char_on_loc in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #3
Firstly, it is not a bug. Specials trigger before the character actually enters the square. That way they can, for instance, block the party from entering it.

The most efficient way to get what you want is first_group_member(0). Group 0 is the party.

--------------------
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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