Profile for bigblue
Field | Value |
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Displayed name | bigblue |
Member number | 4778 |
Title | Warrior |
Postcount | 188 |
Homepage | http://www.bigblue.de.gg |
Registered | Monday, July 26 2004 07:00 |
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Author | Recent posts |
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Need beta-testers for my idea... in Blades of Avernum | |
Warrior
Member # 4778
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written Saturday, September 4 2004 11:22
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quote:i can only agree! hope that most of the scenarios coming have a story and some riddles. if i ever finish mine it will have (hopefully a good) story and some riddles, not only fight over fight! -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
The editor in Blades of Avernum | |
Warrior
Member # 4778
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written Friday, September 3 2004 09:06
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there is a documentation with the editor. and you should get the Blades of Avernum Editor Cookbook at eriks cookbook and of course you have the option to ask questions in the BoA-editor forum -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Extending Graphics Comp Deadline in Blades of Avernum | |
Warrior
Member # 4778
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written Friday, September 3 2004 03:44
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now that august is over what's your decision? deadline still on October 1st, or november 1st? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
french translation in General | |
Warrior
Member # 4778
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written Thursday, September 2 2004 13:34
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quote:hey, this translator is really fun! -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Aspirations in General | |
Warrior
Member # 4778
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written Thursday, September 2 2004 13:02
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i thought of many things i could do in my life. in kindergarten i always said: "I will fly to the moon!". later i thought of archaeology, education, dental technician, motor-cycle mechanic. and ended up as commercial artist. -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
dialog help in Blades of Avernum Editor | |
Warrior
Member # 4778
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written Thursday, September 2 2004 09:16
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nah, logical, i always forget the possibility of setting a flag to a higher value than one! thx a lot, it was nearly enough to drive me to despair! edit: as logical as it sounded, it didn't work that way. i finally put another encounter behind my door refering to a new state which sets the flag to 2. [ Saturday, September 04, 2004 11:12: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
dialog help in Blades of Avernum | |
Warrior
Member # 4778
|
written Thursday, September 2 2004 09:16
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nah, logical, i always forget the possibility of setting a flag to a higher value than one! thx a lot, it was nearly enough to drive me to despair! edit: as logical as it sounded, it didn't work that way. i finally put another encounter behind my door refering to a new state which sets the flag to 2. [ Saturday, September 04, 2004 11:12: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
dialog help in Blades of Avernum Editor | |
Warrior
Member # 4778
|
written Thursday, September 2 2004 01:33
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now that the sdf works with the door, i got a new problem: when the party approaches the door a dialog should come up depending on the sdf. this works ok, but the second dialog: "The door is open now." should only appear once! Now it appears every time when the party approaches the door. this is the piece of my script: beginstate 10; reset_dialog(); if (get_flag(0,2) == 0) { add_dialog_str(0,"This door is heavily locked. You see no way to open it!",0); choice = run_dialog(1); } else { add_dialog_str(0,"The door is open now.",0); choice = run_dialog(1); } break; btw: can someone explain the difference between this add_dialog_str thing and the call message_dialog to me? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
dialog help in Blades of Avernum | |
Warrior
Member # 4778
|
written Thursday, September 2 2004 01:33
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now that the sdf works with the door, i got a new problem: when the party approaches the door a dialog should come up depending on the sdf. this works ok, but the second dialog: "The door is open now." should only appear once! Now it appears every time when the party approaches the door. this is the piece of my script: beginstate 10; reset_dialog(); if (get_flag(0,2) == 0) { add_dialog_str(0,"This door is heavily locked. You see no way to open it!",0); choice = run_dialog(1); } else { add_dialog_str(0,"The door is open now.",0); choice = run_dialog(1); } break; btw: can someone explain the difference between this add_dialog_str thing and the call message_dialog to me? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
open locked doors with SDF? in Blades of Avernum Editor | |
Warrior
Member # 4778
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written Wednesday, September 1 2004 20:57
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ok, i'll try this. didn't know, that you can do the same thing in the code. is it always bad to have actions together with code? why is there made a difference between action and code if it can do the same? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
open locked doors with SDF? in Blades of Avernum | |
Warrior
Member # 4778
|
written Wednesday, September 1 2004 20:57
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ok, i'll try this. didn't know, that you can do the same thing in the code. is it always bad to have actions together with code? why is there made a difference between action and code if it can do the same? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
The Louvre Updated in Blades of Avernum | |
Warrior
Member # 4778
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written Wednesday, September 1 2004 20:46
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ok, i sent you my new graphics yesterday and the lost ones a few minutes ago. hope you received them now and are able to open .sit, cause i'm not able to make .zip, sorry. edit: ah, i see you received my graphics! so please ignore my last email! everything's correct as it is now. thx! [ Thursday, September 02, 2004 11:25: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
open locked doors with SDF? in Blades of Avernum Editor | |
Warrior
Member # 4778
|
written Wednesday, September 1 2004 05:13
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i have a problem: i have a door which should be locked until the party accepts a quest. so i set the memory cells of the door as follows: cell0: 200 cell1: 0 cell2: 0 cell3: 2 and this is the part of my dialogue script: begintalknode 34; state = 13; personality = 12; nextstate = 13; condition = 1; question = "Ok, let's gain wisdom!"; text1 = "_Come to me when you succeed._"; action = SET_SDF 0 2 1; action = END_TALK; code = toggle_quest(1,1); break; i have to mention that the locked door is NOT in the same town! what is wrong? [ Wednesday, September 01, 2004 05:13: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
open locked doors with SDF? in Blades of Avernum | |
Warrior
Member # 4778
|
written Wednesday, September 1 2004 05:13
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i have a problem: i have a door which should be locked until the party accepts a quest. so i set the memory cells of the door as follows: cell0: 200 cell1: 0 cell2: 0 cell3: 2 and this is the part of my dialogue script: begintalknode 34; state = 13; personality = 12; nextstate = 13; condition = 1; question = "Ok, let's gain wisdom!"; text1 = "_Come to me when you succeed._"; action = SET_SDF 0 2 1; action = END_TALK; code = toggle_quest(1,1); break; i have to mention that the locked door is NOT in the same town! what is wrong? [ Wednesday, September 01, 2004 05:13: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Needing Betatesters in Blades of Avernum | |
Warrior
Member # 4778
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written Wednesday, September 1 2004 05:05
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report sent for version 1.3 -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Anyone know things about "Rakshasi"? in Blades of Avernum | |
Warrior
Member # 4778
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written Monday, August 30 2004 09:56
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I took this info from: "Dämonen, Geister, dunkle Götter" (demons, ghosts, dark gods) written by "Hans Biedermann". try to translate in english, hope you understand: Rakschasa - the indian name of fearsome demons with their female equivalent "Rakschasi". of course they live in their own world and build whole states, but they break in the human world from time to time and can take different shapes. normally they appear as humanoid creatures, can't however cast shadows, and their eyes seem to be fixed, without using eyelids. above all they haunt at night, are bent on human meat and persecute even women in a lascivious way. on the other hand the rakschasi are at first dangerous to pregnant women and cause epidemics. both house, like the witches of the indian traditional mythological world, in trees, preferably figtrees, which are found in the surroundings of the cremation places. at all the rakschasa are evil ghostly enteties, their role corresponds to the european idea of the devils. to repress their influence, partly because of his battle against the titanic like Asura-creatures, the god Vishnu had to reincarnitate again and again on earth, to fight for the maintanance of the worldorder in these Avatara-incarnations. this fight of Vishnu in shape of Rama, his seventh incarnation, is content of the great epic poem Ramayana... [ Monday, August 30, 2004 10:24: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
The Louvre Updated in Blades of Avernum | |
Warrior
Member # 4778
|
written Monday, August 30 2004 08:52
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mine are in TM's contest! -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
The Louvre Updated in Blades of Avernum | |
Warrior
Member # 4778
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written Monday, August 30 2004 08:45
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yeah, a few minitutes ago there were 269, now as you said 266! edit: please don't double-post, use the edit button instead [ Monday, August 30, 2004 08:47: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
The Louvre Updated in Blades of Avernum | |
Warrior
Member # 4778
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written Monday, August 30 2004 08:26
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and where are mine? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
A Perfect Forest Beta Call in Blades of Avernum | |
Warrior
Member # 4778
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written Monday, August 30 2004 03:25
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sent report perfect forest 1.4! -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Personality problems in Blades of Avernum Editor | |
Warrior
Member # 4778
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written Sunday, August 29 2004 10:06
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you also have to put the personality number in the editor, where you find the creature number and the creature ID. not only in the dialogue script. think he meant this. even if i can't imagine why three different numbers for one creature/character are necessary! -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Personality problems in Blades of Avernum | |
Warrior
Member # 4778
|
written Sunday, August 29 2004 10:06
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you also have to put the personality number in the editor, where you find the creature number and the creature ID. not only in the dialogue script. think he meant this. even if i can't imagine why three different numbers for one creature/character are necessary! -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Personality problems in Blades of Avernum Editor | |
Warrior
Member # 4778
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written Saturday, August 28 2004 10:56
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you have to name your characters in the town scripts init_state like this: set_name(6,"Marc"); 6 is the creature number in the upper left in the editor. the name in the dialogue script is not for naming the character, i think just for you to remember whose dialogue this is. don't know anything about the action = INTRO, cause i didn't have used this by now. sorry. -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Personality problems in Blades of Avernum | |
Warrior
Member # 4778
|
written Saturday, August 28 2004 10:56
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you have to name your characters in the town scripts init_state like this: set_name(6,"Marc"); 6 is the creature number in the upper left in the editor. the name in the dialogue script is not for naming the character, i think just for you to remember whose dialogue this is. don't know anything about the action = INTRO, cause i didn't have used this by now. sorry. -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
unidentified items? in Blades of Avernum Editor | |
Warrior
Member # 4778
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written Friday, August 27 2004 11:55
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now please tell me what a positive curse could be? edit: sorry for double-posting, unfortunately clicked twice on the same button! :( [ Friday, August 27, 2004 12:15: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |