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Calling one town state from another in Blades of Avernum Editor
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Ok, that sounds like the right number. I guessed ~90 because Jeff wrote a comment in some scripts that said, "States you write yourself should be numbered from 10-100."

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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Ah! Thank you!

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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So despite the many other things I should have been doing this weekend, this is what I've been working on: A text editor specifically for writing Avernumscript. At the moment it displays line numbers, includes the ability to use Alint to check scripts, has a function to count characters in the selection (for avoiding overlong strings), has a jump to line number function, and has functions to insert basic code for a while loop and for a one shot dialog message. I'm curious to know if other people have ideas for features that would be useful, particularly new types of quick code snippet generators.

I want to also warn Windows users that I have no intention to port this program should I finish it. It would require a total rewrite of ~95% of the code using different libraries, and I would have to learn what I was doing every step of the way.

Also, can anyone remind me who actually wrote Alint? I would like to ask that person's permission to bundle it with this script editor.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Calling one town state from another in Blades of Avernum Editor
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In general you don't have to be too stingy with states, you have about 90 available per town, and very few towns need very many of them. The scripts are a lot easier to read and fix if they are more thoroughly broken down into separate states.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Shades on Stairway! in Blades of Avernum
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Reading the readme might help. However, I will agree that FAQ 7 is phrased so that you might not have thought that it applied to your situation, so I may alter the readme at some point to make it more clear.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Items on locations in Blades of Avernum Editor
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The item_of_class_on_spot() call only checks for items of that special class, set by it_special_class. Did you redefine the greatsword and slith spear so that this property is set to 2 and 1 respectively on these items?

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
outdoor terrain modification in Blades of Avernum Editor
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quote:
Originally written by Ephesos:

Also, just for the record, stuff like pause() and force_instant_terrain_redraw() don't work in the outdoors, at all.
You can use pause() just fine outdoors; I've done it before. You can work around the non-functioning of force_instant_terrain_redraw() by using out_move_party() in some cases.

I think that part of the issue with INIT_STATES of outdoor scripts may be that in BoA's efforts to make the outdoors seamless, it loads an outdoor section and its script when the party is still a section away. This the having to walk quite far away to make the script be reloaded.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Stairway Released! in Blades of Avernum
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Ok, so I've uploaded a (hopefully) fixed copy of the windows version. Sorry about the trouble.
Lazarus: the line was commented out for the very reason that you discovered. The one above it is the real code that gives the ring back, by moving a premade one across the town. Trouble was, that item didn't exist in the Windows bas file. I think it's fixed now.

As a distraction: I found that with reasonable dispatch I could beat the whole thing in 4 minutes 10 seconds, measuring between when I clicked on it in the 'Enter Scenario' list and when the 'The End' dialog appeared. Lets see if anyone can do better.

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
Stairway Released! in Blades of Avernum
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My first completed scenario is ready. It's very short but you can find it here. I hope you enjoy.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Test: Stairway in Blades of Avernum
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This is going to sound a little odd, but can one of the windows testers send me a newly compressed copy of the scenario? You see, the third town script in the mac version was destroyed, and the windows version is subtly corrupted so that I can't get it open. This is all the result of them being the last files evacuated off even as my harddrive died, I think. Once I have a copy of the windows version, I can recreate the mac version fully and fix them both.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Test: Stairway in Blades of Avernum
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From among the windows users I randomly selected Nikki and Nioca, and since Tyranicus since he was the only mac user I've sent the beta to him as well. Thanks to all of you who offered to test.
I'm really hoping that everything works; minutes after I finished working on the scenario yesterday morning my laptop's harddrive died, and I barely got the copies of the scenarios off in time. So we'll see how it goes.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Test: Stairway in Blades of Avernum
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I have my entry for the 1/10 contest just about ready, and I could use the help of a couple of people to test it. It is really short, (We're talking ~15 minutes to play.) so it shouldn't take too long to get through testing. About all I need is about one tester for Mac and one for PC, so if you're interested, please post your email and OS. Thanks!

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
New Scenario: Frostbite in Blades of Avernum
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I just discovered how I'm listed in the Frostbite readme. Mmmmmmmm, Alchemy Equipment, indeed. It was delicious.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Call: Frostbite in Blades of Avernum
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I'm working on testing as fast as I can. I hope to finish in a day or two. Is that ok?

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
Dialogue? in Blades of Avernum Editor
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No, as Dintridan said, it's best to use a file format that doesn't contain font information. Notepad is an easy way to do that on Windows, on Mac OS, TextEdit is good, but you have to set the default new document type to 'Plain text', I think the starting default is 'Rich text', which you don't want.

One way that you can check a file (at least on a Mac, since it works with Internet Explorer, I'm guessing it'll work on a PC) is to save your file and give it a .txt extension, then open it using a webbrowser. If you see a bunch of junk like:
{\fonttbl\f0\fnil\fcharset77 GillSans;}
{\colortbl;\red255\green255\blue255;}
at the beginning that you don't see in your text editor, then it isn't in plain text format and it may not work with BoA.

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
C++ in General
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quote:
Eclipse is itself a Java application, and you hardly even notice this while using it.
Yeah, hardly notice it except when it takes ten minutes to start up or decides to think about syntax highlighting for five. :P

I would personally recommend Apple's XCode. I find it faster than Eclipse and it's also quite customizable.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Call: Frostbite in Blades of Avernum
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Fantastic! It's good to hear someone is really close to being ready.

Niemand
chniwe@hotmail.com
Mac OS 10.3.9
Exodus, E:R, Dilecia and EoR.

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
what is the best A game in The Avernum Trilogy
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A2! I very much agree with Ephesos, Tyran, and Alorael about the atmosphere of it, particularly in the Dark Waters area. That, and locations like the Empire Archives and Halls of Chaos had a wonderful feeling of mystery. There were always interesting new surprises, like meeting null bugs for the first time, or stepping into the Archives and seeing the odd sight of the ice water floor.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Odd graphics request in Blades of Avernum
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I need some kind of unusual graphics for a work in progress. What I need are an item graphic of broccoli, and a terrain graphic of a pile of leaves (like raked up autumn leaves, that is). I not in a big rush to get either, but I've decided that I don't really have the artistic skill to do them myself.

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
For A5 - Keep it fresh for tanks! in Avernum 4
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Sorry, I didn't make my question clear, I guess. I'm familiar with how the A4 Ap system differs from the other Avernums, I was wondering how the GF4 system was different.

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Überraschung des Dosenöffners!
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Posts: 627 | Registered: Monday, March 7 2005 08:00
For A5 - Keep it fresh for tanks! in Avernum 4
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quote:
With the new system as long as you have 1 AP you can still attack.
I've been hearing vague things like this about the GF4 combat system, and that this will then be applied to A5. From snippets like this, it sounds like the combat system from A1-BoA. Is that in fact the case? If not, what are the differences?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Custom Terrain Questions in Blades of Avernum Editor
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1. Terrains 194 and 195 are also signs. I also successfully turned a shrub into a sign just now, so it seems to work on any terrain. Just do te_special_property = 39;.

2. It should be; these only act as beam projectors because of te_special_property settings. In theory you can overwrite these with non beam projectors, and make other terrains that are beam projectors.

3. I haven't had a chance to test this.

4. Don't mess with any terrains with numbers less than 74. If I remember rightly, the game likes it's walls the way they are. Other than that you should be able to do anything you want.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The time has come! in Blades of Avernum Editor
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With everything working well to the best of my knowledge, I would like to announce the release of my new version of the 3D Blades of Avernum Editor.
As anyone who has been following the discussion around here will know, it adds a number of features and fixes some bugs. Notably it add terrain copy and paste, along with undo and redo for drawing operations. Hopefully it will make some of the more tedious aspects of scenario design a little easier. So, if you're interested, you can find it here .

As a side note, yes, I'm working on the windows version. It's not going too well; windows doesn't like me any more than I like it, and it isn't cooperating. With luck I'll be making better progress soon though.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Kelandon: I think (and hope!) that you noticed this with an older version. I just checked with the most recent compiled version, and it does undo changes made by the autohills feature. But, if there's some situation in which it doesn't that I haven't found, please do let me know.

Ephesos: I'm in two minds about this. The goal of the undo system as it stands now is to handle all changes in terrains, floors, and heights. I could make it undo other actions, like adding or altering special rectangles, there are two difficulties. The first is technical: it would require significant reworking of the system to make it understand other types of changes. The second is more important, and that is then unclear where the undo system should stop. It just isn't practical to undo some things, like changing the icon shifts on a placed item. There are literally hundreds of unique minor actions like this, and some complicated atomic actions like altering a creature's settings. As it is the limits of the system are clear cut; expanding it to do more things would blur them and potentially make a host of new actions eligible for inclusion.
At this time, I don't want to mess with this. Maybe in a future version I can't add more undo functionality, but at the moment I want to wrap this version up.

Ishad Nha: Hopefully after I get done I will have a version that will compile right. If you personally want a list of fixes now, I can try to put one together, but otherwise I won't bother. Honestly, the average user of the editor is not expected to be recompiling it, as Jeff points out in his comments at the beginning of the main file.
As to the item shortcuts: this doesn't really seem to be in much demand. Since the game has strict limits on the number of items in a town, I at least place even useless scenery items pretty deliberately.

EDIT: I think I got random item placement basically fixed: it no longer tries to place items out of bounds or always with 100% probability. I can now fill Fort Talrus with bread and coins! (These are items 1-4, used as a test. The resulting image amused me.)

[ Tuesday, February 06, 2007 18:42: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Ok, I'll take a look at those item functions.

Ishad Nha: Yes, there are some minor tweaks you have to make to get the code to compile on Dev-C++. Fix those eleven things it was objecting to and it will work.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00

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