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Who lives where in General
Apprentice
Member # 4833
Profile Homepage #37
Tampere, Finland.

Damn you, Swedes. They made a program about Finland and sold it to BBC. In it they claimed that Finns live in iglus and have polar bears roaming the streets.

I'm not bitter or anything, but one of these days I will surely...
Posts: 16 | Registered: Monday, August 9 2004 07:00
How should my town/outdoor script editor work? in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #11
AvScript seems to have great potential, but there are some obvious things that I'd like to see fixed:
First, the text editor crashes with
Run-time error '380':
Invalid property value
every time I write a line with more than 29 or so letters.

Also, the undo quick-key (ctrl+z) doesn't seem to be working for some peculiar reason. The one from the right-click menu works.

In addition to those stretch-to-fit editing area would be nice. And perhaps the tools could be accessible side-by-side with the actual code. I think it's easier to think of statements and structures if you see where they are to be appended to while making them.

I hope you can pull through polishing these programs of yours. Especially the pc-side of things needs a boost from people like you to get the scenarios start rolling out.

EDIT: Oh yeah! I'm sitting on 1.0ghz 512mb winxp if that helps a bit with the crash thing.

[ Sunday, November 14, 2004 12:39: Message edited by: Pachat ]
Posts: 16 | Registered: Monday, August 9 2004 07:00
How should my town/outdoor script editor work? in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #11
AvScript seems to have great potential, but there are some obvious things that I'd like to see fixed:
First, the text editor crashes with
Run-time error '380':
Invalid property value
every time I write a line with more than 29 or so letters.

Also, the undo quick-key (ctrl+z) doesn't seem to be working for some peculiar reason. The one from the right-click menu works.

In addition to those stretch-to-fit editing area would be nice. And perhaps the tools could be accessible side-by-side with the actual code. I think it's easier to think of statements and structures if you see where they are to be appended to while making them.

I hope you can pull through polishing these programs of yours. Especially the pc-side of things needs a boost from people like you to get the scenarios start rolling out.

EDIT: Oh yeah! I'm sitting on 1.0ghz 512mb winxp if that helps a bit with the crash thing.

[ Sunday, November 14, 2004 12:39: Message edited by: Pachat ]
Posts: 16 | Registered: Monday, August 9 2004 07:00
attention photoshop users in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #3
Why not make the luminance of the walls a layer of its own with mode set as darken and the actual texture as another layer with the bacground masked out.
That way you could just open the file (.psd), paste the texture to the right layer and save as appropriate.
Posts: 16 | Registered: Monday, August 9 2004 07:00
attention photoshop users in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #3
Why not make the luminance of the walls a layer of its own with mode set as darken and the actual texture as another layer with the bacground masked out.
That way you could just open the file (.psd), paste the texture to the right layer and save as appropriate.
Posts: 16 | Registered: Monday, August 9 2004 07:00
About Fang in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #3
Assuming you are talking about VoDT and the Drake.

The fang can be found in the northern mountains behind some pools of lava. Try searching the cliff walls.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Moving carts in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #33
Do you really have to move the carts every turn? Just assing their positions to sdf's and move them if the party is in a suitable place to see them.
(Assuming their position is meaningfull in some way)

[ Friday, October 22, 2004 22:47: Message edited by: Pachat ]
Posts: 16 | Registered: Monday, August 9 2004 07:00
Moving carts in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #33
Do you really have to move the carts every turn? Just assing their positions to sdf's and move them if the party is in a suitable place to see them.
(Assuming their position is meaningfull in some way)

[ Friday, October 22, 2004 22:47: Message edited by: Pachat ]
Posts: 16 | Registered: Monday, August 9 2004 07:00
My theory on stupid people. in General
Apprentice
Member # 4833
Profile Homepage #9
quote:

I will choose to emulate the wisest person in the world, who knows that he knows nothing. :)
Which then in turn makes me the wisest person alive for knowing that knowing you know nothing doesn't make you wise.

Them self-boasting agora-philosophangelists...
Posts: 16 | Registered: Monday, August 9 2004 07:00
Graphics from other games in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #7
Usually the artist has sold his copyrights to the game company. That's how they earn their bread. So even if he says it's okay, it will be illegal.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Graphics from other games in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #7
Usually the artist has sold his copyrights to the game company. That's how they earn their bread. So even if he says it's okay, it will be illegal.
Posts: 16 | Registered: Monday, August 9 2004 07:00
What do you guys think? in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #7
If remember correctly, all special outdoor encounters in Tatterdemalion were made into towns like that. I'm sure it has been used in other scenarios as well, though I can't remember any other examples. So it's not so much of stealing anymore.
Posts: 16 | Registered: Monday, August 9 2004 07:00
What do you guys think? in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #7
If remember correctly, all special outdoor encounters in Tatterdemalion were made into towns like that. I'm sure it has been used in other scenarios as well, though I can't remember any other examples. So it's not so much of stealing anymore.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Legendary Creatures In Avernum in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #18
Perfect adventurer's logic:
1. Find a rare monster.
2. Kill it!
Posts: 16 | Registered: Monday, August 9 2004 07:00
A problem: making game remeber where are the items in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #18
Putting the possibility aside, there are plenty of ways to make the item-scanning faster and less instruction-consuming.

For example you could define that only a portion of the town saves the items. Items are seldom placed on blocked spaces or on solid stone and pits. Also town boundaries limit the area to scan.

This could be achieved by making a lot of small scan-rectangles or just one large rectangle with exclusions marked in. That is, of course, a matter speed. Someone should test if which-terrain - is faster than item-on-floor - check. If it is faster to check if the terrain is suitable for items than it is to check if there are items on space, one should use the former. That is mostly because there are more empty spaces with no items than there are spaces with items in a town.

One alternative would be to scan the adjacent spaces of the party every time they drop or get items. That would leave only 9-18 spaces to check depending on party size. If a change is noticed, it is recorded into a flag. The problem is tracking items the party can grab from a distance.
Posts: 16 | Registered: Monday, August 9 2004 07:00
A problem: making game remeber where are the items in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #18
Putting the possibility aside, there are plenty of ways to make the item-scanning faster and less instruction-consuming.

For example you could define that only a portion of the town saves the items. Items are seldom placed on blocked spaces or on solid stone and pits. Also town boundaries limit the area to scan.

This could be achieved by making a lot of small scan-rectangles or just one large rectangle with exclusions marked in. That is, of course, a matter speed. Someone should test if which-terrain - is faster than item-on-floor - check. If it is faster to check if the terrain is suitable for items than it is to check if there are items on space, one should use the former. That is mostly because there are more empty spaces with no items than there are spaces with items in a town.

One alternative would be to scan the adjacent spaces of the party every time they drop or get items. That would leave only 9-18 spaces to check depending on party size. If a change is noticed, it is recorded into a flag. The problem is tracking items the party can grab from a distance.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Anyone know things about "Rakshasi"? in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #10
Tengu, Djinn, Rakshasi... All are monstrous creatures that like to play with humans.

From ButteredToastWithJam's link:
"the bird-like Tengu is a skilled warrior and mischief maker"
They could be of help, but could also be very harmful.

The Djinn were powerful spirits in old arabian tales. Some could be helpful, some harmful. Later on when language developed, the helpful djinn were called genies and harmful djinn demons.

The Rakshasi are demonic creatures and so linked with the djinn. On the other hand they are sometimes categorized as indian vampires.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Nature Lore in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #3
If only the overall level matters and a skill's skill point requirements increase as it grows, it's much more efficient to split it evenly with the party.

In BoE, health, spell points, thrown missiles, mage lore, and lockpicking took only one skill point per skill level. In BoA every skill's requirements increase as it grows. So in BoA it's more important to split the non-personal skills evenly.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Suggestion for a stealth mission in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #6
How about making all light-emitting objects run a script that changes an SDF, which in turn makes monsters within a set range seek the party? Of course there would have to be a timer which changes the SDF back when the light goes out.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Emerald Mountain is Released! in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #3
"The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information.
Access to this site will be restored within an hour. Please try again later."
(http://www.geocities.com/pomo_stud/emeraldmountain.html)

Nooo!! Why? Oh! WHY?!?!
/me weeps a bit and runs off to take it out on defenseless children
Posts: 16 | Registered: Monday, August 9 2004 07:00
Vampire in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #23
quote:
Originally written by ava:

But why sunlight burns vampires? Sunlight is natural element. It has nothing to do with gods.
That is most likely derived from people who were suffering from porphyria and who were accused of being vampires. Here's a direct cut from :
http://www.uoflhealthcare.com/digestivehealth/PORPHYRIA.htm
"The symptoms of porphyria fall into two major groups. Some patients have attacks in which the nerves of the body do not function properly. Abdominal pain and weakness result. Other patients have problems with the parts of the skin that are exposed to the sun and can cause pain and swelling of the skin or the formation of blisters."

quote:
Originally written by Taron Gregor Merallion:

There's also some belief that undead can't cross flowing water. I wonder where that originates.
That most likely comes from the belief that vampires are bound to the soil of their death-place. With no soil underneath, they are powerless. Without any power, a vampire is dead. This is why vampires can regenerate themselves while resting in a casket with the suitable soil in it. Their afterlife is normally limited to a small area. But vampires can travel even cross moving water in their caskets.

The old lore also said that vampires cannot come inside a house unless they were invited. So the victim must have had some kind of a death-wish or the vampire must have been a terrifying charmer.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Vampire in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #23
quote:
Originally written by ava:

But why sunlight burns vampires? Sunlight is natural element. It has nothing to do with gods.
That is most likely derived from people who were suffering from porphyria and who were accused of being vampires. Here's a direct cut from :
http://www.uoflhealthcare.com/digestivehealth/PORPHYRIA.htm
"The symptoms of porphyria fall into two major groups. Some patients have attacks in which the nerves of the body do not function properly. Abdominal pain and weakness result. Other patients have problems with the parts of the skin that are exposed to the sun and can cause pain and swelling of the skin or the formation of blisters."

quote:
Originally written by Taron Gregor Merallion:

There's also some belief that undead can't cross flowing water. I wonder where that originates.
That most likely comes from the belief that vampires are bound to the soil of their death-place. With no soil underneath, they are powerless. Without any power, a vampire is dead. This is why vampires can regenerate themselves while resting in a casket with the suitable soil in it. Their afterlife is normally limited to a small area. But vampires can travel even cross moving water in their caskets.

The old lore also said that vampires cannot come inside a house unless they were invited. So the victim must have had some kind of a death-wish or the vampire must have been a terrifying charmer.
Posts: 16 | Registered: Monday, August 9 2004 07:00
Vampire in Blades of Avernum Editor
Apprentice
Member # 4833
Profile Homepage #18
The old folk-tale vampires were quite different from their more modern counterparts. Originally vampires were said to feed on life energy alone. They would visit their victims at night and slowly drain them. The symptoms on the victim were weird behaviour and, of course, fatique. Vampires were rumoured to be hairy, smelly man-creatures, much like werewolves.

Then someone somewhere came to the conclusion that because the Bible says "blood is life", vampires must feed on blood. Vampire-lore adapted to that. Now, vampires had pale, leathery skin suitable for someone exceedingly anemic. If a buried corpse had bloated, crimson lips, hair- or beard-growth or no apparent signs of decay, it was easy to declare it as a vampire.

To seal a vampire's powers you had to quickly drain it of its blood - by decapitation or a stake through the heart. Many means were invented to keep the undead at bay. For example, garlic was introduced as repellant because vampires were believed to have enhanced senses, thus making them vulnerable to strong smells and sounds. The only real way to kill a vampire permanently was to burn its body.

Then along came Bram Stoker who made vampires seek for suave passion, not horny lust.

By the way, African vampires ate whole cows, Indian vampires children. One Indian vampire was like a leech as it sucked blood from a man's toe.

What this comes down to: don't make vampires just stupid old monsters who drink blood and don't die easily; Everybody I know hated Blade I & II

[ Monday, August 09, 2004 01:11: Message edited by: Pachat ]
Posts: 16 | Registered: Monday, August 9 2004 07:00
Vampire in Blades of Avernum
Apprentice
Member # 4833
Profile Homepage #18
The old folk-tale vampires were quite different from their more modern counterparts. Originally vampires were said to feed on life energy alone. They would visit their victims at night and slowly drain them. The symptoms on the victim were weird behaviour and, of course, fatique. Vampires were rumoured to be hairy, smelly man-creatures, much like werewolves.

Then someone somewhere came to the conclusion that because the Bible says "blood is life", vampires must feed on blood. Vampire-lore adapted to that. Now, vampires had pale, leathery skin suitable for someone exceedingly anemic. If a buried corpse had bloated, crimson lips, hair- or beard-growth or no apparent signs of decay, it was easy to declare it as a vampire.

To seal a vampire's powers you had to quickly drain it of its blood - by decapitation or a stake through the heart. Many means were invented to keep the undead at bay. For example, garlic was introduced as repellant because vampires were believed to have enhanced senses, thus making them vulnerable to strong smells and sounds. The only real way to kill a vampire permanently was to burn its body.

Then along came Bram Stoker who made vampires seek for suave passion, not horny lust.

By the way, African vampires ate whole cows, Indian vampires children. One Indian vampire was like a leech as it sucked blood from a man's toe.

What this comes down to: don't make vampires just stupid old monsters who drink blood and don't die easily; Everybody I know hated Blade I & II

[ Monday, August 09, 2004 01:11: Message edited by: Pachat ]
Posts: 16 | Registered: Monday, August 9 2004 07:00