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Creating New Editors for BoA in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #7
quote:
Originally written by Morgan:

That statement presumes you're working with a system that is of sufficient complexity that simplicity would limit its abilities.

The dialogue system for BoA is no such thing. Its like saying the invention of the typewriter limited the usefulness of words.

To be frank, if you can't do dialogue by hand, it's unlikely that you grasp the most basic principles of Avernumscript. I made AvDialogue to eliminate the tedium, not to remove the functionality.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #7
quote:
Originally written by Morgan:

That statement presumes you're working with a system that is of sufficient complexity that simplicity would limit its abilities.

The dialogue system for BoA is no such thing. Its like saying the invention of the typewriter limited the usefulness of words.

To be frank, if you can't do dialogue by hand, it's unlikely that you grasp the most basic principles of Avernumscript. I made AvDialogue to eliminate the tedium, not to remove the functionality.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Kotor in General
Shock Trooper
Member # 5181
Profile Homepage #10
quote:
Originally written by Pilvilinnatar:

You don't even know the difference between a n00b and newb. Stand corrected! And just because you (claim to) have been here earlier, doesn't mean you're not a n00b. It's no excuse.

Also, Poju: Painu kuuseen.

Silence, n00b. :P
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Saved item rectangles in Blades of Exile
Shock Trooper
Member # 5181
Profile Homepage #2
Ben's right.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #5
quote:
Originally written by Kelandon:

Arenax, you missed Brett's point rather badly. The idea is that one could create a visually-oriented program that would then write script. The "state =" and "nextstate =" could be represented by lines connecting dialogue text.

I caught it, Kel (though I was half-asleep and the "dialog box" part sort of confused me). I was explaining from a technical standpoint why that wouldn't work for most scripts. Dialogue scripts, yes--but even those, not to the extent he's talking about, simply because of the way they're structured. You'd have to restructure them in your own code in order to deal with it, which is possible but unlikely.

For instance, try to come up with a way to "visualize" a town script. The only way I can see to do it is with nodes, and that wouldn't work for a host of reasons, most of them dealing with the fact that Avernumscript is not always a linear language.

quote:

People who don't know how to script aren't necessarily identical to people who don't know how to write stories and develop interesting scenarios. The idea is that the process of scripting could be made easier, not that people would create scenarios without scripting.

Anything that removes control from the user will cause problems, especially if the user is not conversant in the ways to solve the problems. Avernumscript is excellent BECAUSE you have control, and abstracting that control will do little but cause problems.

EDIT: I can't remember who to credit this saying to, but IIRC, it went something like this:

The more simplified something is, the less useful it can be.

[ Saturday, November 20, 2004 09:50: Message edited by: Arenax ]
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #5
quote:
Originally written by Kelandon:

Arenax, you missed Brett's point rather badly. The idea is that one could create a visually-oriented program that would then write script. The "state =" and "nextstate =" could be represented by lines connecting dialogue text.

I caught it, Kel (though I was half-asleep and the "dialog box" part sort of confused me). I was explaining from a technical standpoint why that wouldn't work for most scripts. Dialogue scripts, yes--but even those, not to the extent he's talking about, simply because of the way they're structured. You'd have to restructure them in your own code in order to deal with it, which is possible but unlikely.

For instance, try to come up with a way to "visualize" a town script. The only way I can see to do it is with nodes, and that wouldn't work for a host of reasons, most of them dealing with the fact that Avernumscript is not always a linear language.

quote:

People who don't know how to script aren't necessarily identical to people who don't know how to write stories and develop interesting scenarios. The idea is that the process of scripting could be made easier, not that people would create scenarios without scripting.

Anything that removes control from the user will cause problems, especially if the user is not conversant in the ways to solve the problems. Avernumscript is excellent BECAUSE you have control, and abstracting that control will do little but cause problems.

EDIT: I can't remember who to credit this saying to, but IIRC, it went something like this:

The more simplified something is, the less useful it can be.

[ Saturday, November 20, 2004 09:50: Message edited by: Arenax ]
Posts: 262 | Registered: Thursday, November 11 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #22
quote:
Originally written by KernelKnowledge12:

quote:
Originally written by Arenax:

Are you guys actively trying to get me not to do this?
If you don't want any help/suggestions, than make your program any way you see fit and stop wasting people's time.

"Don't do it if you're not going to do it right" isn't a suggestion nor help.

So grow up and get a brain.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #22
quote:
Originally written by KernelKnowledge12:

quote:
Originally written by Arenax:

Are you guys actively trying to get me not to do this?
If you don't want any help/suggestions, than make your program any way you see fit and stop wasting people's time.

"Don't do it if you're not going to do it right" isn't a suggestion nor help.

So grow up and get a brain.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #3
quote:
Originally written by m's avatar:

With an editor though it should be able to work like that. The interface would change the code that fixes the dialogue in place. I suppose that would be rather complicated but it is just an example....

Hmmm would you restrict it to just 100 nodes? or maybe 1000, or much bigger?

Unlimited nodes, but I'm still limited to 10-99 as states.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #3
quote:
Originally written by m's avatar:

With an editor though it should be able to work like that. The interface would change the code that fixes the dialogue in place. I suppose that would be rather complicated but it is just an example....

Hmmm would you restrict it to just 100 nodes? or maybe 1000, or much bigger?

Unlimited nodes, but I'm still limited to 10-99 as states.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Weapon bonus damage in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #16
Probably been said before, but it's like this:

For a longsword (1-5 + 1-5/level):

1d5 + (MW + STR)d5 = DMG
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Tell me if you like programming. . . in General
Shock Trooper
Member # 5181
Profile Homepage #31
quote:
Originally written by From nether heats and burning waste:

Actually, that comparison doesn't work. Any designer (I don't qualify, but I've used both) will tell you that while BoA scripting may require a little more training, it is by far the "cleaner" tool, if by that you mean sensible structure, flexibility and adaptability.

Look at a BoE town. You have 50 nodes that are ordered by an invisible, unchanging index, not in the order they call each other. After some editing, each node will call another one in an impenetrable net of references and jumps.
How is that "easier" to handle than a BoA script, for anyone except someone designing an Ogre Territory? :P

I dunno--and people STILL want a node editor.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
3D Graphics in Blades... in Blades of Exile
Shock Trooper
Member # 5181
Profile Homepage #55
quote:
Originally written by Calm Ichneumon:

TGM has been around constantly for years, and most cheeses contain little or no lactose.
Cheese makes me ill, alright? :P
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #1
BoA has too much orthogonality for this to really be effective. After AvDialogue is done I'm going to toy with the idea of creating a node-based system, but no guarantees.

Oh, and BTW--you wouldn't be able to "drag around" parts of a dialog box. For the most part, they're fixed in place by code.

EDIT: My CallWizards idea does what you're talking about, but you have to know how to script. And frankly, I don't want people who can't script making scenarios. If you don't know what you're doing, it's counterproductive to put out slop.

[ Friday, November 19, 2004 17:30: Message edited by: Arenax ]
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #1
BoA has too much orthogonality for this to really be effective. After AvDialogue is done I'm going to toy with the idea of creating a node-based system, but no guarantees.

Oh, and BTW--you wouldn't be able to "drag around" parts of a dialog box. For the most part, they're fixed in place by code.

EDIT: My CallWizards idea does what you're talking about, but you have to know how to script. And frankly, I don't want people who can't script making scenarios. If you don't know what you're doing, it's counterproductive to put out slop.

[ Friday, November 19, 2004 17:30: Message edited by: Arenax ]
Posts: 262 | Registered: Thursday, November 11 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #18
quote:
Originally written by Walker, Texas Corpse:

Jesus. Do you have to be so defensive?
If you're going to be offensive, then, why, yes.

quote:

In any case, wxWidgets doesn't require Gtk+ on Windows. As far as I can remember, wxWindows was out on Win32 before Gtk+ for Win32 existed.

Maybe so--but I've had hell with Gtk+ and was unsure when starting this mess whether it was necessary to port.

quote:

Regardless, even the Unix port doesn't make you do anything directly with Gtk+. That's why it's a cross-platform library.

Fair enough.

quote:

wxPython and XRCed together make a very fine rapid development platform. I see no reason why trivial applications like yours would take more than a week or two to implement with them.

Because I'd have to learn it, and picking up new stuff takes me a while.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #18
quote:
Originally written by Walker, Texas Corpse:

Jesus. Do you have to be so defensive?
If you're going to be offensive, then, why, yes.

quote:

In any case, wxWidgets doesn't require Gtk+ on Windows. As far as I can remember, wxWindows was out on Win32 before Gtk+ for Win32 existed.

Maybe so--but I've had hell with Gtk+ and was unsure when starting this mess whether it was necessary to port.

quote:

Regardless, even the Unix port doesn't make you do anything directly with Gtk+. That's why it's a cross-platform library.

Fair enough.

quote:

wxPython and XRCed together make a very fine rapid development platform. I see no reason why trivial applications like yours would take more than a week or two to implement with them.

Because I'd have to learn it, and picking up new stuff takes me a while.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor
Shock Trooper
Member # 5181
Profile Homepage #17
quote:
Originally written by KernelKnowledge12:

quote:
Originally written by Arenax:


And I'm sure you just glossed over that I didn't care to spend weeks doing it, but hey.

If you're not going to do it well, don't do it.

...Can you read?

Let's see what I said. I said I can make it in a few days with a RAD tool or spend weeks doing the same thing with C/C++ or something.

Are you guys actively trying to get me not to do this?
Posts: 262 | Registered: Thursday, November 11 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #17
quote:
Originally written by KernelKnowledge12:

quote:
Originally written by Arenax:


And I'm sure you just glossed over that I didn't care to spend weeks doing it, but hey.

If you're not going to do it well, don't do it.

...Can you read?

Let's see what I said. I said I can make it in a few days with a RAD tool or spend weeks doing the same thing with C/C++ or something.

Are you guys actively trying to get me not to do this?
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Luck objects! Where is the bonus?! in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #9
quote:
Originally written by m's avatar:

Large Explosions? Where do you get those? If effective they are much better but when the offense breaks down, a good defense is a good thing. I just prefer not ever losing enough HP to even be near to death.
Fireblast is a large enough explosion for me.

Or Arcane Blow.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Who is your favorite exile? in The Exile Trilogy
Shock Trooper
Member # 5181
Profile Homepage #12
Motrax, for a number of reasons.

-Cats are cool.

-Salamanders are explosive, and explosions are cool.

-He's got good loot.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
3D Graphics in Blades... in Blades of Exile
Shock Trooper
Member # 5181
Profile Homepage #47
quote:
Originally written by ^_^:

I wouldn't actually consider myself a newbie, dear member #5181.. Oh, unless you actually are a secondary account of a member who's been here longer than me (= your member number is less than 1098, and you're not a WELL known and member (ie. Kel, Aran, Stugie, etc.).
I was around about six years ago as Arenax. I was here when Akhronath and Aceron were around; I was around Malkeera well before SW opened its boards.

quote:

Also, flaming The Misterhood is quite bad an idea. Things like that tend to cause massive flame wars, in which both sides get shot to pieces.
And that bothers me...why?

quote:

quote:
The idea that you're entitled to tell people what to do is hilarious.
I've ORDERED you to leave BoE forum, now? Learn to read. To SUGGEST ain't even close to ORDERING/FORCING in my dictionary.
Are you not telling others what to do? Ordering and suggesting are both telling others what to do.


quote:

So, some cheese with the whine?

Sorry, lactose-intolerant.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Getting to King Micah without the Royal token. in The Avernum Trilogy
Shock Trooper
Member # 5181
Profile Homepage #2
There's another way to do it.

Kill Sss-Thsss. His head works as your Royal Token. :D
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Tell me if you like programming. . . in General
Shock Trooper
Member # 5181
Profile Homepage #27
quote:
Originally written by Walker, Texas Corpse:

I'll give you a few examples of how Javascript is useful. On Invision forums, there is a "Fast Reply" feature -- you hit a button, a little form pops out so that you can type a reply. If that was implemented with a roundtrip, it would take longer, especially considering the SQL queries, database connections, etc.
Whoa. I've used Invision forums for a while, but never saw that. Not bad (awkward if you're used to the other way, but not bad).

Show me where I said it wouldn't take longer to do a lot of things. I said that the speed decrease isn't important. I've had broadband for going on five years and have little to no sympathy for 56Kers. :P

quote:

GMail is another example. Its speed is already legendary. Why? Because for many operations, it doesn't query the server -- it does things locally with Javascript, only connecting to the server to save its status.
I haven't checked out GMail much--just got one the other day--but it's not bad. I don't care for the way it works, however; its UI irritates me.

quote:

Java applets are a messy way to handle things; they're entirely disjoint from the rest of the HTML document.

But you can do more. It's like BoE versus BoA: BoE/JavaScript are easy and "clean," but not as powerful.

quote:

Oh, and OpenOffice isn't written in Java. It has an optional Java VM included, but the application itself is primarily written in C++.
Okay, so that's why older versions of OpenOffice throw Java exceptions when using some functions from the program (like, y'know, saving--a bug still unfixed on some computers in more recent releases).

quote:

If you're not using C++ as an OOP language, you aren't using C++ properly. Same with Python (but less so).

OOP is a lousy way to work if you're working alone. It's definitely better practice in projects with other people involved, sure--but I find it's easier to read structured code than OOP and the speed difference that is sometimes offered as a benefit don't seem to exist--either in OpenGL applications or data modification.

When I do use OOP, I don't have a reason to super-segment everything. It's one issue I always had with Java--the idea that EVERYTHING should be encapsulated strikes me as wrong.

quote:

As of April 2004, Pew research found that about 55% of adult Internet users have broadband access anywhere and about 40% have it at home. That's a good number, and it's been a few months since then. Even so, a conservative estimate still puts the number of sole broadband users at at least 40%. That is a substantial chunk of the market, and one that from anecdotal evidence I think won't shrink very much. You're getting down to the people who feel that their current dialup expenses are all they wish to pay.
The price of cable and DSL are going down. That market is going to explode.

quote:

And, finally, maybe repeated POST requests are fine for YOU, but the server might think otherwise once you get a substantial user base. When you're getting a million+ pageviews a day, each request shaved off may be a significant drop in your load average and total traffic.[/QB]
I've had pages max out at about ten thousand a day on an (ugh--this you can't blame me for!) average home computer running as a server on my school's T1.
Posts: 262 | Registered: Thursday, November 11 2004 08:00
Luck objects! Where is the bonus?! in Blades of Avernum
Shock Trooper
Member # 5181
Profile Homepage #7
Can we all agree that large explosions targeted at the enemies are way, way better than even NEEDING Lifesaver?
Posts: 262 | Registered: Thursday, November 11 2004 08:00

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