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Resetting the automap? in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #36
Oops! I forgot to mention that I use pit for all squares on the map that the player is not meant to go on (this way they look black on the automap). I then use this code to put the walls on the pit squares, giving walled in caves. This leaves the cave squares free to be frilled up (with stalactites, nests, bones, thermonuclear weapons and any other terrain types relevant to the town).

The pit squares MUST be in groups of at least two in each dimension or else putting walls on the doesn't work. This is kind of hard to explain, but I think you'd realise if you had a go.

I'm excited to see your random room generation, as my random maker isn't that sophisticated.

EDIT: You could easily change the code to look for blackness rather than pit, I just use it as this is the way by random maker works.

[ Monday, November 21, 2005 00:20: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #34
Here's my code for putting walls round stuff:

x = 3;
y = 3;

while (x < 60){
while (y < 40){

if (get_floor(x , y) == 71) {

if (get_floor(x , y - 1) != 71) {set_terrain(x,y,2);} // North
if (get_floor(x - 1 , y) != 71) {set_terrain(x,y,3);} // West
if (get_floor(x , y + 1) != 71) {set_terrain(x,y,4);} // South
if (get_floor(x + 1 , y) != 71) {set_terrain(x,y,5);} // East

if ((get_floor(x , y - 1) != 71) && (get_floor(x - 1 , y) != 71)) {set_terrain(x,y,6);} // North and West
if ((get_floor(x , y + 1) != 71) && (get_floor(x - 1 , y) != 71)) {set_terrain(x,y,7);} // West and South
if ((get_floor(x , y + 1) != 71) && (get_floor(x + 1 , y) != 71)) {set_terrain(x,y,8);} // South and East
if ((get_floor(x , y - 1) != 71) && (get_floor(x + 1 , y) != 71)) {set_terrain(x,y,9);} // East and North
}

y = y + 1;
}
y = 3;
x = x + 1;
}
It only works if each pit square is in groups of at least two. This is because the walls are being put on the pit square and squares can't have walls on more than two sides (a downside of the engine if you ask me, hint, hint, cough, cough).

The command limit is an issue. I break my code into three separate bits: the random room creation is done in init_state; the walls are added by a special node; and the terrain is frilled up by another special node.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #11
I haven't checked, but I think the automap remembers what squares the party has seen and then displays on the automap exactly what's there, so your method would effectively reveal the entire map. But thanks for the idea and I will go and check just to make sure I'm not chatting mumbo jumbo.

EDIT: In fact I wouldn't mind if the automap remembered the exact map as it was and this changed as you got to it. This would fit in with party exploring and mapping an area (thus having a map of how it was) and then coming back to see the walls moved and thinking this is weird.

[ Monday, November 14, 2005 05:36: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum
Apprentice
Member # 5044
Profile #11
I haven't checked, but I think the automap remembers what squares the party has seen and then displays on the automap exactly what's there, so your method would effectively reveal the entire map. But thanks for the idea and I will go and check just to make sure I'm not chatting mumbo jumbo.

EDIT: In fact I wouldn't mind if the automap remembered the exact map as it was and this changed as you got to it. This would fit in with party exploring and mapping an area (thus having a map of how it was) and then coming back to see the walls moved and thinking this is weird.

[ Monday, November 14, 2005 05:36: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #9
If I am interpreting this script correctly, this makes the whole map "seen", which I suppose makes the automap look neater. I kind of want something that will make the whole map "unseen" (or at least a bit of it).

The cave in my scenario is meant to be magically enchanted so that the walls are constantly moving. Each time you enter the cave it is different.

EDIT: So you need to re-explore every time (and that won't infuriate players...)

[ Monday, November 14, 2005 00:16: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum
Apprentice
Member # 5044
Profile #9
If I am interpreting this script correctly, this makes the whole map "seen", which I suppose makes the automap look neater. I kind of want something that will make the whole map "unseen" (or at least a bit of it).

The cave in my scenario is meant to be magically enchanted so that the walls are constantly moving. Each time you enter the cave it is different.

EDIT: So you need to re-explore every time (and that won't infuriate players...)

[ Monday, November 14, 2005 00:16: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #7
I'm currently working on a scenario that features randomly generated levels and although I wasn't going to mention it until release, it may help you to see what I've been doing. I can send you the scenario file if you're interested.

I noticed the problem of automap change and, whilst annoying, I've decided to ignore it in the hope that it will go away (which it won't unless force_automap_redraw() and set_seen(short x, short y, short seen) become the reality I have fantasised about).
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Resetting the automap? in Blades of Avernum
Apprentice
Member # 5044
Profile #7
I'm currently working on a scenario that features randomly generated levels and although I wasn't going to mention it until release, it may help you to see what I've been doing. I can send you the scenario file if you're interested.

I noticed the problem of automap change and, whilst annoying, I've decided to ignore it in the hope that it will go away (which it won't unless force_automap_redraw() and set_seen(short x, short y, short seen) become the reality I have fantasised about).
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #11
Tried putting the same the same code in the START_STATE of a character script but the same problem applies.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum
Apprentice
Member # 5044
Profile #11
Tried putting the same the same code in the START_STATE of a character script but the same problem applies.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #10
quote:
Originally written by Captain Obvious:

While crude and inefficient programming at best, you could try putting it in the [START_STATE].
Why's it crude and inefficient?

If game is randomly removing fields after the START_STATE, is there some other call I could use to get the field created each turn?

I though of using special encounters on every square in that area of the map, but what about if the party are in fight mode or they hit wait?
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum
Apprentice
Member # 5044
Profile #10
quote:
Originally written by Captain Obvious:

While crude and inefficient programming at best, you could try putting it in the [START_STATE].
Why's it crude and inefficient?

If game is randomly removing fields after the START_STATE, is there some other call I could use to get the field created each turn?

I though of using special encounters on every square in that area of the map, but what about if the party are in fight mode or they hit wait?
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Vale Infestation in Blades of Avernum
Apprentice
Member # 5044
Profile #5
quote:
Originally written by BlueMonk13x:

"Then you could explore a dungeon empty of inhabitants"

Ooo... Walls... Fun.

I know what you mean, an empty dungeon is a boring dungeon, but I prefer a big fat messy gory fight to killing the enemy in drips and drabs. I hate it when I've just killed some baddies and ended combat, and then there's one more, so you go into combat again, kill it, leave combat, and then there's another. Arg!

The other thing with drips and drabs combat is that I end up not using my priest and mage as the first person to go in combat mode is my fighter. Then I feel really sorry for my priest and mage cos they must get very bored (and perhaps even jealous of my fighter - I don't want jealousy in the ranks).

Where's groupnpc? I looked on the codex, but it wasn't there.

EDIT: I'm a ninny. Groupnpc is already in the game!

[ Tuesday, November 09, 2004 11:34: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Vale Infestation in Blades of Avernum
Apprentice
Member # 5044
Profile #0
The Vale Infestation in VotDT is a perfect example of unrealistic AI. When you first enter the level, you kill of a three archers and two warriors just sit there and watch. They don't even move when you fire arrows at them. The mage and other two warriors that are 1 door away from this action don't hear it and don't come out to join in the fight. The bandits in the rest of the hideout just stay where they are. This must be a very quiet battle. If it were realistic, all the bandits would rush to join the battle, which would be big, messy and fun. Then you could explore a dungeon empty of inhabitants.

Now I've said my piece, I'll go away.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Unhandled exception in BoA in Tech Support
Apprentice
Member # 5044
Profile #0
Leaving the Lost Mines in Perfect Forest (BoA) just gave me an Unhandled Exception c000005 At address 00449288. It closes the game. I've reloaded several times and it keeps doing the same.

Any suggestion?

Its WinXP, in case you need to know.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #7
I previously had it without the if statements then changed it because I thought adding a field to a field might be causing the problem. So basically the same problem occurs with or without the if statement.

Thanks
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum
Apprentice
Member # 5044
Profile #7
I previously had it without the if statements then changed it because I thought adding a field to a field might be causing the problem. So basically the same problem occurs with or without the if statement.

Thanks
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #5
beginstate START_STATE;
if (is_field_on_space(39,38,2) == 0)
put_field_on_space(39,38,2);
if (is_field_on_space(40,38,2) == 0)
put_field_on_space(40,38,2);
if (is_field_on_space(41,38,2) == 0)
put_field_on_space(41,38,2);
if (is_field_on_space(42,38,2) == 0)
put_field_on_space(42,38,2);

if (is_field_on_space(38,39,2) == 0)
put_field_on_space(38,39,2);
if (is_field_on_space(39,39,2) == 0)
put_field_on_space(39,39,2);
if (is_field_on_space(40,39,2) == 0)
put_field_on_space(40,39,2);
if (is_field_on_space(41,39,2) == 0)
put_field_on_space(41,39,2);
if (is_field_on_space(42,39,2) == 0)
put_field_on_space(42,39,2);
if (is_field_on_space(43,39,2) == 0)
put_field_on_space(43,39,2);

if (is_field_on_space(38,40,2) == 0)
put_field_on_space(38,40,2);
if (is_field_on_space(39,40,2) == 0)
put_field_on_space(39,40,2);
if (is_field_on_space(40,40,2) == 0)
put_field_on_space(40,40,2);
if (is_field_on_space(41,40,2) == 0)
put_field_on_space(41,40,2);
if (is_field_on_space(42,40,2) == 0)
put_field_on_space(42,40,2);
if (is_field_on_space(43,40,2) == 0)
put_field_on_space(43,40,2);

if (is_field_on_space(38,41,2) == 0)
put_field_on_space(38,41,2);
if (is_field_on_space(39,41,2) == 0)
put_field_on_space(39,41,2);
if (is_field_on_space(40,41,2) == 0)
put_field_on_space(40,41,2);
if (is_field_on_space(41,41,2) == 0)
put_field_on_space(41,41,2);
if (is_field_on_space(42,41,2) == 0)
put_field_on_space(42,41,2);
if (is_field_on_space(43,41,2) == 0)
put_field_on_space(43,41,2);

if (is_field_on_space(38,42,2) == 0)
put_field_on_space(38,42,2);
if (is_field_on_space(39,42,2) == 0)
put_field_on_space(39,42,2);
if (is_field_on_space(40,42,2) == 0)
put_field_on_space(40,42,2);
if (is_field_on_space(41,42,2) == 0)
put_field_on_space(41,42,2);
if (is_field_on_space(42,42,2) == 0)
put_field_on_space(42,42,2);
if (is_field_on_space(43,42,2) == 0)
put_field_on_space(43,42,2);

if (is_field_on_space(39,43,2) == 0)
put_field_on_space(39,43,2);
if (is_field_on_space(40,43,2) == 0)
put_field_on_space(40,43,2);
if (is_field_on_space(41,43,2) == 0)
put_field_on_space(41,43,2);
if (is_field_on_space(42,43,2) == 0)
put_field_on_space(42,43,2);
break;

I don't think it's to do with the terrain, floor, objects or characters present, as each turn, the spaces that aren't filled change. It's as if blades is adding in an "if random number is greater than" type of call.

I'm happy to send you the entire (half built) scenario if that would help.

Thanks
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum
Apprentice
Member # 5044
Profile #5
beginstate START_STATE;
if (is_field_on_space(39,38,2) == 0)
put_field_on_space(39,38,2);
if (is_field_on_space(40,38,2) == 0)
put_field_on_space(40,38,2);
if (is_field_on_space(41,38,2) == 0)
put_field_on_space(41,38,2);
if (is_field_on_space(42,38,2) == 0)
put_field_on_space(42,38,2);

if (is_field_on_space(38,39,2) == 0)
put_field_on_space(38,39,2);
if (is_field_on_space(39,39,2) == 0)
put_field_on_space(39,39,2);
if (is_field_on_space(40,39,2) == 0)
put_field_on_space(40,39,2);
if (is_field_on_space(41,39,2) == 0)
put_field_on_space(41,39,2);
if (is_field_on_space(42,39,2) == 0)
put_field_on_space(42,39,2);
if (is_field_on_space(43,39,2) == 0)
put_field_on_space(43,39,2);

if (is_field_on_space(38,40,2) == 0)
put_field_on_space(38,40,2);
if (is_field_on_space(39,40,2) == 0)
put_field_on_space(39,40,2);
if (is_field_on_space(40,40,2) == 0)
put_field_on_space(40,40,2);
if (is_field_on_space(41,40,2) == 0)
put_field_on_space(41,40,2);
if (is_field_on_space(42,40,2) == 0)
put_field_on_space(42,40,2);
if (is_field_on_space(43,40,2) == 0)
put_field_on_space(43,40,2);

if (is_field_on_space(38,41,2) == 0)
put_field_on_space(38,41,2);
if (is_field_on_space(39,41,2) == 0)
put_field_on_space(39,41,2);
if (is_field_on_space(40,41,2) == 0)
put_field_on_space(40,41,2);
if (is_field_on_space(41,41,2) == 0)
put_field_on_space(41,41,2);
if (is_field_on_space(42,41,2) == 0)
put_field_on_space(42,41,2);
if (is_field_on_space(43,41,2) == 0)
put_field_on_space(43,41,2);

if (is_field_on_space(38,42,2) == 0)
put_field_on_space(38,42,2);
if (is_field_on_space(39,42,2) == 0)
put_field_on_space(39,42,2);
if (is_field_on_space(40,42,2) == 0)
put_field_on_space(40,42,2);
if (is_field_on_space(41,42,2) == 0)
put_field_on_space(41,42,2);
if (is_field_on_space(42,42,2) == 0)
put_field_on_space(42,42,2);
if (is_field_on_space(43,42,2) == 0)
put_field_on_space(43,42,2);

if (is_field_on_space(39,43,2) == 0)
put_field_on_space(39,43,2);
if (is_field_on_space(40,43,2) == 0)
put_field_on_space(40,43,2);
if (is_field_on_space(41,43,2) == 0)
put_field_on_space(41,43,2);
if (is_field_on_space(42,43,2) == 0)
put_field_on_space(42,43,2);
break;

I don't think it's to do with the terrain, floor, objects or characters present, as each turn, the spaces that aren't filled change. It's as if blades is adding in an "if random number is greater than" type of call.

I'm happy to send you the entire (half built) scenario if that would help.

Thanks
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #0
Does anyone know why the call put_field_on_space does not reliably put a field on a space? By this I mean it does it most of the time, but not 100% of the time. Does anyone know a way to fix this?

Thanks
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Fields in Blades of Avernum
Apprentice
Member # 5044
Profile #0
Does anyone know why the call put_field_on_space does not reliably put a field on a space? By this I mean it does it most of the time, but not 100% of the time. Does anyone know a way to fix this?

Thanks
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Scenario File Format in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #18
On an interesting and vaguely similar note: does anyone know why there isn't a freeware RPG similar to BoA? It can't be the hardest type of game to make given the simplicity of the graphics, and there are many freeware games of different types out the that must have been harder to make. The freeware developers seem bent on making MMOCRPGs, and expanding the world's complement of SLAs.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Scenario File Format in Blades of Avernum
Apprentice
Member # 5044
Profile #18
On an interesting and vaguely similar note: does anyone know why there isn't a freeware RPG similar to BoA? It can't be the hardest type of game to make given the simplicity of the graphics, and there are many freeware games of different types out the that must have been harder to make. The freeware developers seem bent on making MMOCRPGs, and expanding the world's complement of SLAs.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Beta-Call for Canopy in Blades of Avernum
Apprentice
Member # 5044
Profile #15
Your Name: demipomme
Email: demipomme@hotmail.com
Platform (Mac, PC, Linux): PC
Programming Ability: none
Playing Ability: low
Previous Beta-testing experience: none

What party level is it?

[ Monday, October 18, 2004 14:01: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Interesting idea and an also interesting post in Blades of Avernum
Apprentice
Member # 5044
Profile #8
BoA is more conducive to cooperative scenario design than BoE, as scripts and outdoor sections are movable between scenarios. That's not to say that I either have the time or skill to be involved.
Posts: 30 | Registered: Sunday, October 3 2004 07:00

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