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Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #105
quote:
Originally written by Dahak:

New Version = No Crashes
Very odd, I didn't think I changed anything related to that. Oh well, at least it's gone.

quote:
Originally written by Dahak:

I know the description is bad, but the editor acts like I'm clicking several times after just 1 short click on the SAVE/CANCEL/OPEN buttons for scrolling. Not my mouse by the by. I tried a different mouse also. Also, it always asks "Do you wish to Save/Cancel/Open" after I make a single change. I choose save, make NO changes in the next section, and it ALWAYS asks after that point.

I guess you could say the editor is taking my clicking on the SAVE/CANEL/OPEN buttons as an edit to the floors/terrain also.

That doesn't happen to me. I wonder if you could possibly have any kind of weird system preferences or anything? Or weird hardware (I know you switched the mouse)? Or weird reflexes - you just automatically click twice? Or is it some strange bug that will be gone next time?

@Mortimer: I have a few final touches to make and apparently another problem of Dahak's to try to solve; I hope I'll be able to release 1.0 soon, which should be ready for porting (that is, it shouldn't change after 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #101
quote:
Originally written by Dahak:

No more crashes! Yay! New bug however. If I have a terrain/floor/item/whatever selected when I scroll, the whatever I placed in the same spot as the SAVE/CANEL/OPEN button. I click, and BAM, new whatever.
Do you know what was causing the crashes, or did they just stop?

Can you explain yourself more on the new bug? I can't understand it. At least, I tried something that might match your description, and nothing happened wrong.

--------------------
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 for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #101
quote:
Originally written by Dahak:

No more crashes! Yay! New bug however. If I have a terrain/floor/item/whatever selected when I scroll, the whatever I placed in the same spot as the SAVE/CANEL/OPEN button. I click, and BAM, new whatever.
Do you know what was causing the crashes, or did they just stop?

Can you explain yourself more on the new bug? I can't understand it. At least, I tried something that might match your description, and nothing happened wrong.

--------------------
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 for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #97
quote:
Originally written by Corporeus the Seer:

Question- is there a way to CHANGE the amount of light that the perspective-party has? (That is, use that unused button to "raise/lower light".) I mean, it'd really be nifty...
Thanks! ^_^

No. I figured that if you're playing, you'd always have as much light as you can get. Of course this is not always true, especially outdoors, but how important is it? When outdoors, if you want a view of an area that's not lit up, move around a bit. Indoors, if you want to see how it looks when the party has no light, temporarily switch the lighting to Totally Dark (I know it's a clumsy mechanism). I don't think it's worth implementing (and using up a button).

quote:
Originally written by Corporeus the Seer:

Oh yeah- cliffs on solid stone look really weird, since while the "side" portions aren't drawn, the "middle" line portions are.
Yes, I know they look weird (I'm not sure what you mean specifically though) but I don't think this is important either; I think it's more important to have them look like a bunch of darkness.

quote:
Originally written by Corporeus the Seer:

Also, could you have different halos/outlines for Hidden Hostile A and Hidden Hostile B? (Plus, Hidden Hostile and Hidden Neutral outlines look way too similar. I'd give Hidden Neutral a grey-like color.)
The colors aren't my choice. I took them from how it displays in 2D. However I agree that they can be troublesome (although when are you using hidden creatures of all attitudes anyway?). I'll try to make them more distinct.

Also, I'd like to hear any feedback about the Change Outdoor Size mechanism - if you've tried it and it works or not, even whether you like the interface. However I realize that it is not a feature that would be commonly used, so most of you are probably not using it at all.

--------------------
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 for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #97
quote:
Originally written by Corporeus the Seer:

Question- is there a way to CHANGE the amount of light that the perspective-party has? (That is, use that unused button to "raise/lower light".) I mean, it'd really be nifty...
Thanks! ^_^

No. I figured that if you're playing, you'd always have as much light as you can get. Of course this is not always true, especially outdoors, but how important is it? When outdoors, if you want a view of an area that's not lit up, move around a bit. Indoors, if you want to see how it looks when the party has no light, temporarily switch the lighting to Totally Dark (I know it's a clumsy mechanism). I don't think it's worth implementing (and using up a button).

quote:
Originally written by Corporeus the Seer:

Oh yeah- cliffs on solid stone look really weird, since while the "side" portions aren't drawn, the "middle" line portions are.
Yes, I know they look weird (I'm not sure what you mean specifically though) but I don't think this is important either; I think it's more important to have them look like a bunch of darkness.

quote:
Originally written by Corporeus the Seer:

Also, could you have different halos/outlines for Hidden Hostile A and Hidden Hostile B? (Plus, Hidden Hostile and Hidden Neutral outlines look way too similar. I'd give Hidden Neutral a grey-like color.)
The colors aren't my choice. I took them from how it displays in 2D. However I agree that they can be troublesome (although when are you using hidden creatures of all attitudes anyway?). I'll try to make them more distinct.

Also, I'd like to hear any feedback about the Change Outdoor Size mechanism - if you've tried it and it works or not, even whether you like the interface. However I realize that it is not a feature that would be commonly used, so most of you are probably not using it at all.

--------------------
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 for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #90
I haven't had much time to work on this since I've been at school. Here's version 0.12. There is a new feature: You can now change the size of the outdoors after creating your scenario! I would suggest making a backup copy of your scenario file first, in case something goes wrong. The saving could go wrong; remember, this is still beta (although if no one finds any bugs, I am prepared to make this version 1.0*). Also, you might accidentally change the scenario in a way you don't like. This version includes some minor fixes to bugs no-one else probably encountered, they were so obscure. One thing of note is now it accounts for walls of heights greater than 1. While investigating that, I found out that type 1 walls outdoors have 2 height. I fixed it so it works in millions of colors again, and removed the warning on startup if you have millions of colors. I also fixed the bug of calculating light given by terrain incorrectly some of the time. I know of no bugs at this time other than possibly Dahak's problem with scrolling between outdoor sectors, which I have little information on, no way to reproduce, and no idea what could be causing it.

*When I make 1.0, should I make another thread about it (3D Editor Version 1.0 released for Mac OS X)? Also, has anyone made any progress on porting it to PC?

--------------------
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 for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #90
I haven't had much time to work on this since I've been at school. Here's version 0.12. There is a new feature: You can now change the size of the outdoors after creating your scenario! I would suggest making a backup copy of your scenario file first, in case something goes wrong. The saving could go wrong; remember, this is still beta (although if no one finds any bugs, I am prepared to make this version 1.0*). Also, you might accidentally change the scenario in a way you don't like. This version includes some minor fixes to bugs no-one else probably encountered, they were so obscure. One thing of note is now it accounts for walls of heights greater than 1. While investigating that, I found out that type 1 walls outdoors have 2 height. I fixed it so it works in millions of colors again, and removed the warning on startup if you have millions of colors. I also fixed the bug of calculating light given by terrain incorrectly some of the time. I know of no bugs at this time other than possibly Dahak's problem with scrolling between outdoor sectors, which I have little information on, no way to reproduce, and no idea what could be causing it.

*When I make 1.0, should I make another thread about it (3D Editor Version 1.0 released for Mac OS X)? Also, has anyone made any progress on porting it to PC?

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #85
There has to be some reason why a party member joining you has to have a unique script - but that script isn't used. It seems very strange. I wonder what (if anything) would happen wrong if you used another script that other creatures use? Perhaps they would all revert to the default basicnpc script?

Perhaps joined party members don't use a script at all. Remember the AI was just a part of the game code that controlled all NPCs in Avernum 3. Perhaps joined party members are controlled by something like that. Maybe that's important so they can follow the party when out of combat and not move too far away from the party when in combat. Who knows?

[ Saturday, September 18, 2004 01:18: 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
Requests for BoA Scenario Format 3 in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #85
There has to be some reason why a party member joining you has to have a unique script - but that script isn't used. It seems very strange. I wonder what (if anything) would happen wrong if you used another script that other creatures use? Perhaps they would all revert to the default basicnpc script?

Perhaps joined party members don't use a script at all. Remember the AI was just a part of the game code that controlled all NPCs in Avernum 3. Perhaps joined party members are controlled by something like that. Maybe that's important so they can follow the party when out of combat and not move too far away from the party when in combat. Who knows?

[ Saturday, September 18, 2004 01:18: 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
Please Help Me Experienced Editors... in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #45
The reason the text bubble is appearing on the wrong character is (probably) because you're using the wrong number. When the creature is selected in the editor, don't look at the character ID. What you should use is where it says (for example) Creature 12: Guard. That is the number to use for the creature in scripts.

--------------------
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
Please Help Me Experienced Editors... in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #45
The reason the text bubble is appearing on the wrong character is (probably) because you're using the wrong number. When the creature is selected in the editor, don't look at the character ID. What you should use is where it says (for example) Creature 12: Guard. That is the number to use for the creature in scripts.

--------------------
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 Musings on Tactics in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #5
quote:
Originally written by Kelandon:

And generally only big, important monsters will be Special species and therefore immune to Simulacrum -- and woe betide any designer who forgets to make his dungeon boss of this species, because suddenly that boss will be fighting a duplicate of himself (or possibly two or three).
Unfortunately, you can't make something Special and Undead (thus affected by Repel Spirit, dropping bones instead of blood, etc). In BoE and BoA, I have wondered why Important/Special is a species and not a separate property.

--------------------
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
Simulacrum!.. what monsters are on your list? in The Avernum Trilogy
Warrior
Member # 4202
Profile Homepage #14
In Avernum, unlike Exile, splitting Doomguards remain on the side that the original was on.

--------------------
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
Bug list and suggestions in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #6
Oh well, I'll go fix that then.

--------------------
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
Terrain Scripts in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #2
DISPEL_BARRIER_STATE

(see door.txt and my post in that thread)

--------------------
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
Terrain Scripts in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #2
DISPEL_BARRIER_STATE

(see door.txt and my post in that thread)

--------------------
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
Miscellany Shops in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #5
That's why their prices are usually exorbitant or similar to 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
Miscellany Shops in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #5
That's why their prices are usually exorbitant or similar to 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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #32
quote:
Originally written by Deacon:

I also think a DISPEL_BARRIER state in terrain scripts would kick ass. But that's just me.
There is such a thing. Check door.txt:
beginstate DISPEL_BARRIER_STATE;
if ((i_am_open == 0) && (i_am_locked)) {
print_str_color("Dispel Barrier: The spell fails to affect a locked door.",2);
}
break;


--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #32
quote:
Originally written by Deacon:

I also think a DISPEL_BARRIER state in terrain scripts would kick ass. But that's just me.
There is such a thing. Check door.txt:
beginstate DISPEL_BARRIER_STATE;
if ((i_am_open == 0) && (i_am_locked)) {
print_str_color("Dispel Barrier: The spell fails to affect a locked door.",2);
}
break;


--------------------
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
Maximum numbers of ...? in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #6
Maximum height or width of the outdoors, measured in sectors: 50.

No idea why, though, considering that the previously mentioned limit would restrict it to 100 anyway. And both of those are reasonable limits - it's generally agreed that no scenario needs to use that many outdoor sectors.

--------------------
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
Maximum numbers of ...? in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #6
Maximum height or width of the outdoors, measured in sectors: 50.

No idea why, though, considering that the previously mentioned limit would restrict it to 100 anyway. And both of those are reasonable limits - it's generally agreed that no scenario needs to use that many outdoor sectors.

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #20
quote:
Originally written by Kelandon:

Request target would, yet again, work exactly like targeting a spell or wand
So the player has the choice to press Escape and not choose a target? And it asks whether you want to make the town hostile if you target a friendly creature?

How about
short request_target(short is_forced,short causes_hostility)

If both of those were true, you might be forced to target a friendly creature and make the town hostile. Which could be part of an interesting plot... However there's also the possibility that there are no creatures in sight of the party.

Description: Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). If is_forced is 1, then the party must make a choice if there are any creatures in sight. Otherwise, they are allowed to cancel out of it. If a choice is not made for either reason, returns -1. If causes_hostility is 1, then the player will warned about targeting friendly creatures, and if they do, the town becomes hostile. Otherwise, it's just fine to target friendly or hostile creatures. Cannot be used outdoors.

Note that even though it doesn't return whether the town became hostile, you can check its status before and after to figure that 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
Requests for BoA Scenario Format 3 in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #20
quote:
Originally written by Kelandon:

Request target would, yet again, work exactly like targeting a spell or wand
So the player has the choice to press Escape and not choose a target? And it asks whether you want to make the town hostile if you target a friendly creature?

How about
short request_target(short is_forced,short causes_hostility)

If both of those were true, you might be forced to target a friendly creature and make the town hostile. Which could be part of an interesting plot... However there's also the possibility that there are no creatures in sight of the party.

Description: Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). If is_forced is 1, then the party must make a choice if there are any creatures in sight. Otherwise, they are allowed to cancel out of it. If a choice is not made for either reason, returns -1. If causes_hostility is 1, then the player will warned about targeting friendly creatures, and if they do, the town becomes hostile. Otherwise, it's just fine to target friendly or hostile creatures. Cannot be used outdoors.

Note that even though it doesn't return whether the town became hostile, you can check its status before and after to figure that 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #89
Dahak: There's a chance your download was corrupted. I've seen something like it happen once. I suggest you try downloading the editor again.

If that doesn't work, what scenario are you editing that this happens with? If it's not one of the ones that I can get from Spiderweb, can you make it available to me?

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