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Town Importation Error in Blades of Avernum
Warrior
Member # 4792
Profile #0
I have been trying to import a town from another scenario. So far I have been unable to do so successfully. When I try to import, it asks for the zone, as usual, and I input 6. Then I select the scenario from which the town is to imported from, and bang! I receive this error:
The program encountered an error while loading/saving/creating a scenario. To prevent future problems, the program will now terminate. Trying again may solve this problem.

Giving the scenario editor more memory might also help. Be sure to back up your scenario often. Error number: 204.

In addition, I get another, more fatal and annoying error:
Unhandled Exception
Unhandled Exception: c0000005
At address: 0041b25f

The program then crashes, without any lasting harm. The town is relatively simple and I can just recreate it, but I would like if anyone else has run into this and how they dealt with this.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Conflict with Avernum future Storyline in Blades of Avernum
Warrior
Member # 4792
Profile #5
I suppose I shouldn't worry about conflict with Avernum IV; as Walker, Texas Corpse pointed out, it could even be a prequel. I have not played many custom BOE scenarios, so I'm not familiar with the ones you mentioned, Kelandon. As BOA is the latest custom game editor scenario thingy, I'm only worrying about conflict with scenarios created using it. As far as I'm concerned, those who don't want to upgrade their scenarios are not valid in the Avernum universe.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Conflict with Avernum future Storyline in Blades of Avernum
Warrior
Member # 4792
Profile #0
I am creating a scenario based on an event which happened in Exile III. I am assuming that the same storyline is kept in Avernum III, though I have not played it. It has been disclosed that there will be an Avernum IV. I do not know any of the plot that may be in there, but if my scenario conflicted with the storyline as set out in Avernum IV, would it be discarded? I hesitate to release the plot of my scenario, but, suffice to say, I could see Avernum IV's plot converging with mine.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum Editor
Warrior
Member # 4792
Profile #7
Yes, that is what I have been doing. However, I get these three errors.

In a box on the screen:
Blades of Avernum was unable to load graphic sheet 503 (the sheet I assigned to your snow file). Quitting and restarting Blades of Avernum might help. If not, a graphic file may be damaged. In this case, reinstall the game.

In a second, but differently styled text box:
Error!
The game just failed to load this graphic: Sheet 503, icon 12. The editor might have run out of memory, but, more likely, the graphic it was trying to find wasn't there.
You won't see this error again until you load a new outdoor section or town.

In the text area at the bottom of the game:
Stuck on 503.

That last error repeats itself for every tile upon which I used graphic sheet 503. I don't know why. The previous graphic sheet, Mr, Bixler's worked fine. I only modified my code a little to accept yours, but in case I missed something, here is the relevant portion:
begindefineterrain 430; // ice-covered hills
clear;
te_name = "Icy Hill";
te_which_sheet = 503;
te_which_icon = 0;
te_ed_which_sheet = 688;
te_ed_which_icon = 40;
te_height_adj_pixels = 12;
te_special_property = 19;
te_draw_on_automap = 1;
te_suppress_floor = 1;
begindefineterrain 431;
te_which_icon = 1;
te_ed_which_icon = 41;
te_special_property = 20;
begindefineterrain 432;
te_which_icon = 2;
te_ed_which_icon = 42;
te_special_property = 21;
begindefineterrain 433;
te_which_icon = 3;
te_ed_which_icon = 43;
te_special_property = 22;
begindefineterrain 434;
te_which_icon = 4;
te_ed_which_icon = 44;
te_special_property = 23;
begindefineterrain 435;
te_which_icon = 5;
te_ed_which_icon = 45;
te_special_property = 24;
begindefineterrain 436;
te_which_icon = 6;
te_ed_which_icon = 46;
te_special_property = 25;
begindefineterrain 437;
te_which_icon = 7;
te_ed_which_icon = 47;
te_special_property = 26;
begindefineterrain 438;
te_which_icon = 8;
te_ed_which_icon = 48;
te_special_property = 27;
begindefineterrain 439;
te_which_icon = 9;
te_ed_which_icon = 49;
te_special_property = 28;
begindefineterrain 440;
te_which_icon = 10;
te_ed_which_icon = 50;
te_special_property = 29;
begindefineterrain 441;
te_which_icon = 11;
te_ed_which_icon = 51;
te_special_property = 30;
All this leads me to the conclusion that the 1st error's second postulation may be corrupt. I beleive your graphics set may be damaged somehow. I downloaded it again, with no success.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum
Warrior
Member # 4792
Profile #7
Yes, that is what I have been doing. However, I get these three errors.

In a box on the screen:
Blades of Avernum was unable to load graphic sheet 503 (the sheet I assigned to your snow file). Quitting and restarting Blades of Avernum might help. If not, a graphic file may be damaged. In this case, reinstall the game.

In a second, but differently styled text box:
Error!
The game just failed to load this graphic: Sheet 503, icon 12. The editor might have run out of memory, but, more likely, the graphic it was trying to find wasn't there.
You won't see this error again until you load a new outdoor section or town.

In the text area at the bottom of the game:
Stuck on 503.

That last error repeats itself for every tile upon which I used graphic sheet 503. I don't know why. The previous graphic sheet, Mr, Bixler's worked fine. I only modified my code a little to accept yours, but in case I missed something, here is the relevant portion:
begindefineterrain 430; // ice-covered hills
clear;
te_name = "Icy Hill";
te_which_sheet = 503;
te_which_icon = 0;
te_ed_which_sheet = 688;
te_ed_which_icon = 40;
te_height_adj_pixels = 12;
te_special_property = 19;
te_draw_on_automap = 1;
te_suppress_floor = 1;
begindefineterrain 431;
te_which_icon = 1;
te_ed_which_icon = 41;
te_special_property = 20;
begindefineterrain 432;
te_which_icon = 2;
te_ed_which_icon = 42;
te_special_property = 21;
begindefineterrain 433;
te_which_icon = 3;
te_ed_which_icon = 43;
te_special_property = 22;
begindefineterrain 434;
te_which_icon = 4;
te_ed_which_icon = 44;
te_special_property = 23;
begindefineterrain 435;
te_which_icon = 5;
te_ed_which_icon = 45;
te_special_property = 24;
begindefineterrain 436;
te_which_icon = 6;
te_ed_which_icon = 46;
te_special_property = 25;
begindefineterrain 437;
te_which_icon = 7;
te_ed_which_icon = 47;
te_special_property = 26;
begindefineterrain 438;
te_which_icon = 8;
te_ed_which_icon = 48;
te_special_property = 27;
begindefineterrain 439;
te_which_icon = 9;
te_ed_which_icon = 49;
te_special_property = 28;
begindefineterrain 440;
te_which_icon = 10;
te_ed_which_icon = 50;
te_special_property = 29;
begindefineterrain 441;
te_which_icon = 11;
te_ed_which_icon = 51;
te_special_property = 30;
All this leads me to the conclusion that the 1st error's second postulation may be corrupt. I beleive your graphics set may be damaged somehow. I downloaded it again, with no success.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum Editor
Warrior
Member # 4792
Profile #5
I have no idea. All I know is that when I tried using hills in that fashion, I run into major errors. If it works for you, I'd love to know how you do it.

[ Sunday, November 07, 2004 18:10: Message edited by: Venom ]
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum
Warrior
Member # 4792
Profile #5
I have no idea. All I know is that when I tried using hills in that fashion, I run into major errors. If it works for you, I'd love to know how you do it.

[ Sunday, November 07, 2004 18:10: Message edited by: Venom ]
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum Editor
Warrior
Member # 4792
Profile #3
I tried changing the pixels in the corner, but I still get the dot. I've downloaded your snow set, Dahak, and am trying to implement it. I can't seem to get it at the moment, but that's probably just my fault.

A note for future reference: Terrain can only fit ten by one in a single file. I'm guessing you already knew that, but just in case, I thought I'd remind you. By the way, if you're interested, I was in need of a snow covered cliff and a hole into a snow covered hill(like terrain 332). If you're not busy. Thanks for your tip.

No, I'm not using a Macintosh, Mr. Ephesos, but thank you for your help too.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum
Warrior
Member # 4792
Profile #3
I tried changing the pixels in the corner, but I still get the dot. I've downloaded your snow set, Dahak, and am trying to implement it. I can't seem to get it at the moment, but that's probably just my fault.

A note for future reference: Terrain can only fit ten by one in a single file. I'm guessing you already knew that, but just in case, I thought I'd remind you. By the way, if you're interested, I was in need of a snow covered cliff and a hole into a snow covered hill(like terrain 332). If you're not busy. Thanks for your tip.

No, I'm not using a Macintosh, Mr. Ephesos, but thank you for your help too.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
new wall graphics in Blades of Avernum Editor
Warrior
Member # 4792
Profile #1
What kind of walls have you made?
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
new wall graphics in Blades of Avernum
Warrior
Member # 4792
Profile #1
What kind of walls have you made?
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum Editor
Warrior
Member # 4792
Profile #0
Hello again. I have another question/request to make, if that's okay. I've been using a snow graphic written by Brett Bixler. I've been having problems when I implement it though. The graphic has an odd dot in the corner. It makes it so the tiles don't flow together. Anyone know the cause of this? I wanted to include a screenshot, but I'm not sure how. I checked the graphic to ensure all pixels were there, if that is what you might be thinking.

[ Wednesday, November 03, 2004 21:54: Message edited by: Venom ]
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Snow graphics in Blades of Avernum
Warrior
Member # 4792
Profile #0
Hello again. I have another question/request to make, if that's okay. I've been using a snow graphic written by Brett Bixler. I've been having problems when I implement it though. The graphic has an odd dot in the corner. It makes it so the tiles don't flow together. Anyone know the cause of this? I wanted to include a screenshot, but I'm not sure how. I checked the graphic to ensure all pixels were there, if that is what you might be thinking.

[ Wednesday, November 03, 2004 21:54: Message edited by: Venom ]
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 4792
Profile #36
Thanks, Dastal, thats the best idea I've heard yet! I think it would be easy to code, or at least simple. I could even make a new town, accessible from the mine, which would be crisscrossed with these tunnels. The lights thing is a nice touch. Yeah, I might use that when I finish some more critical areas.

However, if anyone knows of a technical workaround, without having to rearrange the layout, of seeing if a party member was in the path, pausing, and then moving again, I'd be grateful. I just had an epiphany of what I could do. I must go try it.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum
Warrior
Member # 4792
Profile #36
Thanks, Dastal, thats the best idea I've heard yet! I think it would be easy to code, or at least simple. I could even make a new town, accessible from the mine, which would be crisscrossed with these tunnels. The lights thing is a nice touch. Yeah, I might use that when I finish some more critical areas.

However, if anyone knows of a technical workaround, without having to rearrange the layout, of seeing if a party member was in the path, pausing, and then moving again, I'd be grateful. I just had an epiphany of what I could do. I must go try it.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 4792
Profile #34
Pachal: It really does not matter when they are moving. The change in game speed is unnoticeable (at least to me), and it would just be more work to change them now. I also noticed that the method you are describing could very easily be done with the set_script_mode() call. The # you input in the brackets affects when the script is called.

Dastal: I like your suggestion, but we're going to have to assume that the carts are controlled by beings who care about others. The tracks need to be crossed often by miners and if we have speeding mining carts rushing heedlessly along, disaster would be all too common. And also, the tracks need to be crossed to get around the mine.

And yeah, the laser thing sounds kind of lame. The conveyor belt puzzle was stinking hard, I think the hardest puzzle in Exile III. It took me hours of pulling out my hair and cursing at the endless golems plopping out of nowhere to figure it out. I can't imagine a laser puzzle really fitting the theme, either.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum
Warrior
Member # 4792
Profile #34
Pachal: It really does not matter when they are moving. The change in game speed is unnoticeable (at least to me), and it would just be more work to change them now. I also noticed that the method you are describing could very easily be done with the set_script_mode() call. The # you input in the brackets affects when the script is called.

Dastal: I like your suggestion, but we're going to have to assume that the carts are controlled by beings who care about others. The tracks need to be crossed often by miners and if we have speeding mining carts rushing heedlessly along, disaster would be all too common. And also, the tracks need to be crossed to get around the mine.

And yeah, the laser thing sounds kind of lame. The conveyor belt puzzle was stinking hard, I think the hardest puzzle in Exile III. It took me hours of pulling out my hair and cursing at the endless golems plopping out of nowhere to figure it out. I can't imagine a laser puzzle really fitting the theme, either.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 4792
Profile #26
Dastal: I don't beleive that is possible, for each would need to be called one after another. I tried something similar with the move_to_loc_x_y, but it would need to be called every turn, it did not overlap (meaning each cart would move only after the last one moved), and, worst of all, you couldn't move, the processor usage was so high.

Kelandon: I think I see what you mean, and I may post a copy for others to use. You would set the appropriate coordinates in the mem_cells you wished to use. Then, you could write a script, which would check each one, see what they were, and then go there. You would also need to make sure the mem_cell wasn't set to 0; if so, the script should be written to skip it. The only hard part would be knowing when to get the next coordinate. I think you could use the incrementing i format, where the first call would be made when i == 1, and then increment, calling only when the cart stopped.

I guess another hard bit would be getting the cart to go back, but I think it's doable. The only limitation I can see is that at max, it can only store five x,y coordinates. This makes it unusable for my scenario.

Thuryl: How did SpidWeb do the conveyor belts in the golem tower in Avernum III? I'm assuming that if there are no premade conveyors in BoA, then none in Avernum III. I think that conveyors would be only be cool if the thing being conveyed could not be pushed off. Realistically, why would anyone randomly shove a mining cart over in the middle of a mine?
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum
Warrior
Member # 4792
Profile #26
Dastal: I don't beleive that is possible, for each would need to be called one after another. I tried something similar with the move_to_loc_x_y, but it would need to be called every turn, it did not overlap (meaning each cart would move only after the last one moved), and, worst of all, you couldn't move, the processor usage was so high.

Kelandon: I think I see what you mean, and I may post a copy for others to use. You would set the appropriate coordinates in the mem_cells you wished to use. Then, you could write a script, which would check each one, see what they were, and then go there. You would also need to make sure the mem_cell wasn't set to 0; if so, the script should be written to skip it. The only hard part would be knowing when to get the next coordinate. I think you could use the incrementing i format, where the first call would be made when i == 1, and then increment, calling only when the cart stopped.

I guess another hard bit would be getting the cart to go back, but I think it's doable. The only limitation I can see is that at max, it can only store five x,y coordinates. This makes it unusable for my scenario.

Thuryl: How did SpidWeb do the conveyor belts in the golem tower in Avernum III? I'm assuming that if there are no premade conveyors in BoA, then none in Avernum III. I think that conveyors would be only be cool if the thing being conveyed could not be pushed off. Realistically, why would anyone randomly shove a mining cart over in the middle of a mine?
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 4792
Profile #22
Kelandon: There are multiple scripts. I had wanted one script, but after many hours of tweaking, it seemed unfeasible. If you know something that you really think would work, I'd love to hear it.

Kennedy: I already looked into the roads option. Unfortunately, that only works for objects set on the terrain. This is terrain. The conveyor belt idea I had never thought of before. Does BoA use conveyors? I am pretty sure none of the scenarios created had any. It's been a few years, but I don't even remember if Avernum I or II had them. I never played Avernum III, and I don't know how they would fix the golem place without conveyors. Only remember Exile III style conveyors (greatest game made by SpidWeb, bar none!). If you could explain a little more, though, I'd be very interested. Can they be pushed off, though? And what happens if they are blocked? Thanks.

[ Wednesday, October 20, 2004 20:56: Message edited by: Venom ]
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum
Warrior
Member # 4792
Profile #22
Kelandon: There are multiple scripts. I had wanted one script, but after many hours of tweaking, it seemed unfeasible. If you know something that you really think would work, I'd love to hear it.

Kennedy: I already looked into the roads option. Unfortunately, that only works for objects set on the terrain. This is terrain. The conveyor belt idea I had never thought of before. Does BoA use conveyors? I am pretty sure none of the scenarios created had any. It's been a few years, but I don't even remember if Avernum I or II had them. I never played Avernum III, and I don't know how they would fix the golem place without conveyors. Only remember Exile III style conveyors (greatest game made by SpidWeb, bar none!). If you could explain a little more, though, I'd be very interested. Can they be pushed off, though? And what happens if they are blocked? Thanks.

[ Wednesday, October 20, 2004 20:56: Message edited by: Venom ]
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 4792
Profile #19
Yes, I am doing this for school. It's actually my senior project.

And yes, I was using memory cells 4 and 5 for coordinates x and y, respectively. What exactly did you mean, Kelandon, about the memory cells? In my current format, I must double all my coordinates to loop the travel. I do have less than ten coordinates for each cart, though, not doubled.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum
Warrior
Member # 4792
Profile #19
Yes, I am doing this for school. It's actually my senior project.

And yes, I was using memory cells 4 and 5 for coordinates x and y, respectively. What exactly did you mean, Kelandon, about the memory cells? In my current format, I must double all my coordinates to loop the travel. I do have less than ten coordinates for each cart, though, not doubled.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum Editor
Warrior
Member # 4792
Profile #16
Ha ha ha ha ha ha ha! Mua ha ha ha ha ha ha! She lives!

Whew, glad to get that out of my system. The 32 hour mark has just passed and I have it working. It does not slow down gameplay, or demand heavily of the processor (I should know, I run a 533mHz Celeron). The last, small bug, is that whenever the party moves in the way of the cart, everything is messed up and the cart goes wacko. I have given each cart it's own creature script, which, though annoying, seemed necessary. They are all identical except for the coordinates.

Here is a portion of the shortest one:
// Start checking for cart position and then give cart directions for next destination
if
(i == 1) {
x = 9;
y = 43;
}
if
(i == 2) {
x = 9;
y = 34;
}
if
(i == 3) {
x = 11;
y = 34;
}
if
(i == 4) {
x = 9;
y = 34;
}
if
(i == 5) {
x = 9;
y = 43;
}
if
(i == 6) {
x = 6;
y = 43;
}
if
(i == 7) {
x = 6;
y = 54;
}
if
(i == 8) {
i = 0;
x = 6;
y = 43;
}

if // If cart is stopped, recalculate movement vector
((am_i_doing_action() == 0) && (i <= 8)) {
print_str("Testing 17");
move_to_loc_x_y(ME,get_memory_cell(4),get_memory_cell(5));
i = i + 1;
set_memory_cell(4,x);
set_memory_cell(5,y);
}
If you guys could just help me out on this last bit, it would really help me out. I'm doing this for a school project and it's due in a few months. It's supposed to be on an epic scale.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Moving carts in Blades of Avernum
Warrior
Member # 4792
Profile #16
Ha ha ha ha ha ha ha! Mua ha ha ha ha ha ha! She lives!

Whew, glad to get that out of my system. The 32 hour mark has just passed and I have it working. It does not slow down gameplay, or demand heavily of the processor (I should know, I run a 533mHz Celeron). The last, small bug, is that whenever the party moves in the way of the cart, everything is messed up and the cart goes wacko. I have given each cart it's own creature script, which, though annoying, seemed necessary. They are all identical except for the coordinates.

Here is a portion of the shortest one:
// Start checking for cart position and then give cart directions for next destination
if
(i == 1) {
x = 9;
y = 43;
}
if
(i == 2) {
x = 9;
y = 34;
}
if
(i == 3) {
x = 11;
y = 34;
}
if
(i == 4) {
x = 9;
y = 34;
}
if
(i == 5) {
x = 9;
y = 43;
}
if
(i == 6) {
x = 6;
y = 43;
}
if
(i == 7) {
x = 6;
y = 54;
}
if
(i == 8) {
i = 0;
x = 6;
y = 43;
}

if // If cart is stopped, recalculate movement vector
((am_i_doing_action() == 0) && (i <= 8)) {
print_str("Testing 17");
move_to_loc_x_y(ME,get_memory_cell(4),get_memory_cell(5));
i = i + 1;
set_memory_cell(4,x);
set_memory_cell(5,y);
}
If you guys could just help me out on this last bit, it would really help me out. I'm doing this for a school project and it's due in a few months. It's supposed to be on an epic scale.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00

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