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unidentified items? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #5
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 ]

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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
Profile Homepage #4
now please tell me what a positive curse could be?

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
unidentified items? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #4
now please tell me what a positive curse could be?

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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
Profile Homepage #37
quote:
Originally written by Nicothodes:

Sent report for version 1.3
dito

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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
Profile Homepage #37
aren't most of the graphics in the louvre already?

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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
Profile Homepage #2
ok i'll try this. would be nicer if you could adjust the hardiness of identification! but ok, i have to deal with it as it is!

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
unidentified items? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #2
ok i'll try this. would be nicer if you could adjust the hardiness of identification! but ok, i have to deal with it as it is!

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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
Profile Homepage #0
i made custom items with my own graphics and want them to be unidentified, so that you have to go to the shop for identification.
my script looks like this:

begindefineitem 446;
it_name = "gem";
it_full_name = "Amethyst";
it_value = 50;
it_variety = 21;
it_floor_which_sheet = 518;
it_floor_which_icon = 0;
it_icon_adjust = 0;
it_inventory_icon = 1;
it_weight = 10;
it_identified = 0;
it_charges = 1;

but they are identified, when the party looks at them. the game tells me "item lore identified some items". is there a way to make my items be unidentified 'til the party goes to a shop for identification?

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
unidentified items? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #0
i made custom items with my own graphics and want them to be unidentified, so that you have to go to the shop for identification.
my script looks like this:

begindefineitem 446;
it_name = "gem";
it_full_name = "Amethyst";
it_value = 50;
it_variety = 21;
it_floor_which_sheet = 518;
it_floor_which_icon = 0;
it_icon_adjust = 0;
it_inventory_icon = 1;
it_weight = 10;
it_identified = 0;
it_charges = 1;

but they are identified, when the party looks at them. the game tells me "item lore identified some items". is there a way to make my items be unidentified 'til the party goes to a shop for identification?

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Trap Doors in Blades of Avernum Editor
Warrior
Member # 4778
Profile Homepage #20
quote:
Originally written by Bubbles:

ok one more thing how do i find x and y coordinates? start counting from the center?
you can also put an area description on the spot, the trapdoor shall be, to get the coordinates:
use the button "room rectangle", i think, click two times on the field the trapdoor is in and look in the towns menue in area descriptions. there you can read the coordinates and delete the area description, cause you only needed it for getting the coordinates!

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Trap Doors in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #20
quote:
Originally written by Bubbles:

ok one more thing how do i find x and y coordinates? start counting from the center?
you can also put an area description on the spot, the trapdoor shall be, to get the coordinates:
use the button "room rectangle", i think, click two times on the field the trapdoor is in and look in the towns menue in area descriptions. there you can read the coordinates and delete the area description, cause you only needed it for getting the coordinates!

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Adding custom items in Blades of Avernum Editor
Warrior
Member # 4778
Profile Homepage #6
quote:
Originally written by FZ:

Reopen the file in paint
Oh, I didn't metion that I work with photoshop 6.0, not paint!
and i know how to change it, my profession are graphics, but i'm not willing to change it...

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Adding custom items in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #6
quote:
Originally written by FZ:

Reopen the file in paint
Oh, I didn't metion that I work with photoshop 6.0, not paint!
and i know how to change it, my profession are graphics, but i'm not willing to change it...

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Is there a way to rotate terrain objects? in Blades of Avernum Editor
Warrior
Member # 4778
Profile Homepage #10
the shading looks ok. will you send it to the louvre?
i already thought of doing what you now did, so i think i have not to do it anymore if you make your graphic available.

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Is there a way to rotate terrain objects? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #10
the shading looks ok. will you send it to the louvre?
i already thought of doing what you now did, so i think i have not to do it anymore if you make your graphic available.

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Adding custom items in Blades of Avernum Editor
Warrior
Member # 4778
Profile Homepage #3
i had a similar problem: a perfect blue changed to be slightly purple. icon adjust is ok.

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Adding custom items in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #3
i had a similar problem: a perfect blue changed to be slightly purple. icon adjust is ok.

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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
Profile Homepage #31
sent report version 1.1 and 1.2. begin to test it with the new scripts asap.

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
How did you guys get your scenario ideas? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #1
ok, same problem as i have often enough. just keep on reading, playing and looking at the world you live in, there are so much stories out there, which only whant to get caught for your scenario!
and never forget to take a pen and paper with you, so you can write down your ideas right in that moment that they come to your mind.
oh, how often did i have good ideas and no pen!

[ Tuesday, August 24, 2004 12:42: Message edited by: bigblue ]

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Is there a way to rotate terrain objects? in Blades of Avernum Editor
Warrior
Member # 4778
Profile Homepage #3
quote:
Originally written by Garrison:

But you could just do a horizontal flip on it, and it should face south.
yes, if you are satisfied with the circumstance that the shading isn't correct anymor!

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
Is there a way to rotate terrain objects? in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #3
quote:
Originally written by Garrison:

But you could just do a horizontal flip on it, and it should face south.
yes, if you are satisfied with the circumstance that the shading isn't correct anymor!

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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
Profile Homepage #22
Report sent.
Received version 1.1.

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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
Profile Homepage #12
1) bigblue
2) bigbluegraphics@gmx.net
3) Mac Os 8.6
4) i try to design my first scen, tested one, played all and A1-3
5) some experience in custom graphics

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
editor/scenario-compability mac/pc in Blades of Avernum Editor
Warrior
Member # 4778
Profile Homepage #2
thought so, but was not sure.
thx for information.

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www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00
editor/scenario-compability mac/pc in Blades of Avernum
Warrior
Member # 4778
Profile Homepage #2
thought so, but was not sure.
thx for information.

--------------------
www.bigblue.de.gg BoA graphics and more
Posts: 188 | Registered: Monday, July 26 2004 07:00

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