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How should my town/outdoor script editor work? in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #4
I tried the color coding thing before. It doesn't work correctly unless you code your own text box to do it--and I'm certainly not awesome enough for that.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
How should my town/outdoor script editor work? in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #4
I tried the color coding thing before. It doesn't work correctly unless you code your own text box to do it--and I'm certainly not awesome enough for that.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Economy of Rights not Ownership in General
Shock Trooper
Member # 5181
Profile Homepage #17
quote:
Originally written by Roger Fickmann:

Except with communism, you would always be protected by way of the coersion- taxes would be collected for all that you owned, but only insomuch as it payed for your housing, health care, education, sustenance, et cetera. So it's not like "capitalism" at all, since it provides everyone with a safety net whereas its antipathy would see fit to let everyone else die.

Even if there's some degree of "corruption," there will be a safety net to keep you alive rather than a hollow notion of self-improvement whose death was unannounced for centuries. And hell, both the twisted version of "communism" and its "capitalist" counterpart both see fit to tear away civil liberties left and right, so I'm not entirely sure anymore that it was a good thing that we "won" the cold war after all.

Answer me this: Who was killing millions of their own citizens and who wasn't?
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Shah mat in General
Shock Trooper
Member # 5181
Profile Homepage #9
quote:
Originally written by Marquis of Corrumbous:

Something remotely interesting that came up while I was watching MSNBC (or whatever it was) was a question the newsdude asked the "terror analyst". He asked her what she thought about some guy calling Arafat the "godfather of Al-Qaeda" or something like that. The guy calling Arafat the godfather also compared him to Osama bin Laden. What do you all think of that?
It's true. Arafat began as a terrorist back when he still acknowledged that he was an Egyptian. He personally funded Hamas and other organizations while head of the PLO.

Some of you shall jump on me for this, but I'll say it anyway: Good riddance to that slime. Perhaps now the Palestinians will get a leader actually interested in peace instead of murder.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
How should my town/outdoor script editor work? in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #0
(Posted on both Spidweb and The Lyceum)

Well, now that AvDialogue is done, I'm onto my second little project: AvScript. This one will be more ambitious and will definitely take more time than the last one.

======================================

I see two ways I can do this.

1) An editor "helper" tool. This sort of thing would be a fairly standard text editor with a sort of pseudocoding button. You push a button and it opens a menu that asks "What would you like to do?" You select what you want to do, it asks you in plain English for the values you want to use for various things, and then it writes it in Avernumscript. This is doable, and in a short timeframe--but I've never done it before and I don't aim to put in some features right away that text editors usually have: namely, I don't plan to code find-and-replace features and stuff right off the bat.

The advantage of a helper tool is that it teaches people to write Avernumscript themselves while at the same time doing much of the work for them. Newbies could use it fairly easily, graduating to regular code for harder projects as they wished.

I'd also probably make it so end-users could make their own libraries of commands.

2) A fully node-based scripting wizard. This would be much easier on the end-user, but that comes at a price: code bloat. Without some very large-scale coding on my part (which I'd be willing to do, but it would take a fairly long time) I don't see this as being remotely efficient. You remember how BoE took 50 nodes to do some fairly simple things? This wouldn't be quite that bad, but it wouldn't be very good, either.

This would be a piece of cake for a newbie to use--and could be used to assemble scenarios pretty quickly--but people would soon be frustrated at its limitations. Also, it doesn't teach how to write Avernumscript.

======================================

I am personally in favor of the helper tool. It's something newbies and people like TM alike could probably use effectively--and it's something I'd use, too.

However, if there's a better turnout on the node-based idea, I'll consider that.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
How should my town/outdoor script editor work? in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #0
(Posted on both Spidweb and The Lyceum)

Well, now that AvDialogue is done, I'm onto my second little project: AvScript. This one will be more ambitious and will definitely take more time than the last one.

======================================

I see two ways I can do this.

1) An editor "helper" tool. This sort of thing would be a fairly standard text editor with a sort of pseudocoding button. You push a button and it opens a menu that asks "What would you like to do?" You select what you want to do, it asks you in plain English for the values you want to use for various things, and then it writes it in Avernumscript. This is doable, and in a short timeframe--but I've never done it before and I don't aim to put in some features right away that text editors usually have: namely, I don't plan to code find-and-replace features and stuff right off the bat.

The advantage of a helper tool is that it teaches people to write Avernumscript themselves while at the same time doing much of the work for them. Newbies could use it fairly easily, graduating to regular code for harder projects as they wished.

I'd also probably make it so end-users could make their own libraries of commands.

2) A fully node-based scripting wizard. This would be much easier on the end-user, but that comes at a price: code bloat. Without some very large-scale coding on my part (which I'd be willing to do, but it would take a fairly long time) I don't see this as being remotely efficient. You remember how BoE took 50 nodes to do some fairly simple things? This wouldn't be quite that bad, but it wouldn't be very good, either.

This would be a piece of cake for a newbie to use--and could be used to assemble scenarios pretty quickly--but people would soon be frustrated at its limitations. Also, it doesn't teach how to write Avernumscript.

======================================

I am personally in favor of the helper tool. It's something newbies and people like TM alike could probably use effectively--and it's something I'd use, too.

However, if there's a better turnout on the node-based idea, I'll consider that.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #122
I'm something of a C++ monkey myself, though from what I've seen of Jeff's code I want to cry (I hope Issac's is at least a wee bit cleaner). I'm going to take a crack at it. I make *NO* claims that I can do it, mind you, but I'll try.

Issac, I'd like to talk to you regarding a port (and, at the same time, pepper you with questions). E-mail works, I guess, but if you have AIM or something and don't mind chatting, PM me or e-mail me?
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #122
I'm something of a C++ monkey myself, though from what I've seen of Jeff's code I want to cry (I hope Issac's is at least a wee bit cleaner). I'm going to take a crack at it. I make *NO* claims that I can do it, mind you, but I'll try.

Issac, I'd like to talk to you regarding a port (and, at the same time, pepper you with questions). E-mail works, I guess, but if you have AIM or something and don't mind chatting, PM me or e-mail me?
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Arenax's AvDialogue Scripter v0.01 BETA released! (cross-posted from Lyceum) in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #0
Get it here!

Arenax's AvDialogue is a Win32 dialogue editor. Currently, at least, it lacks the ability to import already-written scripts, but you can use it to write your own scripts quickly and easily. The program handles almost all of the coding for you--you just have to punch in the text and select a couple of options.

As near as I can tell the program has 100% full functionality in script editing right now, and it can export into Avernumscript .TXT files. It even comes with some quick-and-dirty built-in conditions for you to select.

Post in this thread if you have comments/suggestions.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Arenax's AvDialogue Scripter v0.01 BETA released! (cross-posted from Lyceum) in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #0
Get it here!

Arenax's AvDialogue is a Win32 dialogue editor. Currently, at least, it lacks the ability to import already-written scripts, but you can use it to write your own scripts quickly and easily. The program handles almost all of the coding for you--you just have to punch in the text and select a couple of options.

As near as I can tell the program has 100% full functionality in script editing right now, and it can export into Avernumscript .TXT files. It even comes with some quick-and-dirty built-in conditions for you to select.

Post in this thread if you have comments/suggestions.
Posts: 262 | Registered: Thursday, November 11 2004 08:00

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