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How many people would like spiderweb software to make a game for the nintendo DS in General
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Profile Homepage #16
Apparently now 20 out of 18 are against.
I own a computer, but I do not own and do not intend to own any type of dedicated game system, so I have no interest in the Nintendo DS or any similar device.

Edit: Now UBB notices that 20 people have voted. Its inconsistancies certainly are funny.

Edit Again: My grammar is also poor.

[ Wednesday, April 12, 2006 19:05: 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
Avernum 2 Debug mode in Tech Support
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Caps Lock may be your problem. The debug shortcuts are all Shift + Letter, so if caps lock is on, you'll be doing debug actions rather than ordinary game actions.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Boa scenario's: what stage are they in now? in Blades of Avernum
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Of course one can't measure scenario completeness with any meaningful accuracy. Still, having numbers that get larger gives me the impression that I'm getting somewhere. :P

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A3: XP/Level Mysteriously Decreased in Tech Support
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There are several undead which do this , I believe. If you see a line print out that says "Algernon is drained" when fighting one of these, it means that some of his xp has been stolen.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Pit of the Wyrm (A3) in The Avernum Trilogy
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The acid protection or lack thereof thing is weird. I'm afraid that I can't remember having any particular trouble with this fight myself. Is Arcane Shield any help to you? It might help you to not die as quickly. Sanctuary might come in handy too, so that they shouldn't be able to attack you until you hit them.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Boa scenario's: what stage are they in now? in Blades of Avernum
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My progress information can be found here. I have just added some screenshots.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
April Chat Times? in Blades of Avernum
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Profile Homepage #9
NTJedi, if you read the rest of the sentence that you quoted from my post, you would see my answer.
Different graphics, AI, and maps are the entire point of BoA. The game itself is technically just the executable program, the actual gameplay comes from the scenarios people design. Speaking of a sequel is quite meaningless.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Changes for Better or Worse? in Avernum 4
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My dissappointment with the infinte arrows is that I always enjoyed being able to switch ammunition with the same bow. It was a little bit of work to deal with running out of arrows, but I considered it like running out of spell points; as a good player it was a constraint that one dealt with carefully, and which really made dungeons more interesting. Now, there's less thought involved; just point and shoot over and over until everything is dead.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
April Chat Times? in Blades of Avernum
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NTJedi: There's no reason for a sequel, the point of the game is that it is expandable. An updated version with bugs fixed and maybe even added features would sure be nice, but it still wouldn't attract a great deal of attention. (It's also not true that it's the only game with an editor. A couple of forums down you will find BoE)

*i: I quite agree about the general low attendence, but some of the chats have been quite productive.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Diagonal Movement Blocking in Blades of Avernum Editor
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Seeing that what you are building depends on using terrains, I'm surprised that my idea works, but if it does, good! Like I said before, what I posted was just a simplistic version; I'm not surprised that it had to be adapted.

About the script having their states run several times a turn, the standard way to deal with this is use get_current_tick to find out the tick, and store it in a variable. Then, every time the state is run, check to see if the current tick is different from the stored previous tick. If they are the same, it is still the same turn, so have your script do nothing. If they are different, store the new value and do whatever it is you want to do once a turn.
A good example of this is creature scripts with custom abilities that they are only supposed to use once a turn. See the beginning of state 3 of t13kimzahn in The Za-Khazi Run for an example.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Diagonal Movement Blocking in Blades of Avernum
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Profile Homepage #3
Seeing that what you are building depends on using terrains, I'm surprised that my idea works, but if it does, good! Like I said before, what I posted was just a simplistic version; I'm not surprised that it had to be adapted.

About the script having their states run several times a turn, the standard way to deal with this is use get_current_tick to find out the tick, and store it in a variable. Then, every time the state is run, check to see if the current tick is different from the stored previous tick. If they are the same, it is still the same turn, so have your script do nothing. If they are different, store the new value and do whatever it is you want to do once a turn.
A good example of this is creature scripts with custom abilities that they are only supposed to use once a turn. See the beginning of state 3 of t13kimzahn in The Za-Khazi Run for an example.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Soul Crystal Contents (Av2 & 3) in The Avernum Trilogy
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Profile Homepage #16
If you already have a powerful spell caster, a dark wyrm can come in handy. It has its darkness breathing, can absorb a lot of damage, and has reasonable melee capability. In A3 I used mine to kill Rhentar-Ihrno.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Diagonal Movement Blocking in Blades of Avernum Editor
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Profile Homepage #1
First, note that the game's north direction is to the upper-right side of your computer screen, so, talking in terms of the direction markers at the corners of the game screen, do you blocking motion in the cardinal directions, N, S, E, and W, or do you mean blocking movement in the other four directions, NE, NW, SE, and SW?

Either way, I have some ideas, but the implementation would depend on what's in the puzzle. In the space occupied by the puzzle, are there any terrains or terrain scripts?

I have an idea, which I will try to implement, and we can see if it meets your needs.

Edit: Here's what I came up with. It may need some tinkering to make it fit for you/make it more foolproof.
beginstate START_STATE;
if(get_flag(A,B) == 1){
y = 0;
while (y< C ){
x = 0;
while(x< C ){
if(get_terrain(x,y) == D)
set_terrain(x,y,0);
x = x + 1;
}
y = y + 1;
}
if(get_terrain(char_loc_x(0),char_loc_y(0) - 1) == 0)
set_terrain(char_loc_x(0),char_loc_y(0) - 1,D);
if(get_terrain(char_loc_x(0),char_loc_y(0) + 1) == 0)
set_terrain(char_loc_x(0),char_loc_y(0) + 1,D);
if(get_terrain(char_loc_x(0) - 1,char_loc_y(0)) == 0)
set_terrain(char_loc_x(0) - 1,char_loc_y(0),D);
if(get_terrain(char_loc_x(0) + 1,char_loc_y(0)) == 0)
set_terrain(char_loc_x(0) + 1,char_loc_y(0),D);
}
break;
This is intended to be the START_STATE of the town. Obviously you can add anything else you want to the start state. I've written it with an A, B, C, and D. These are spot where you will need to fill in numbers. A,B is the coordinates of an SDF to switch the motion blocking on. C is the width of the town, 32, 48, or 64, and D is the number of a terrain to block the party with. I imagined the D terrain as probably being:
begindefineterrain D;
import = 0;
te_full_move_block = 1;
te_can_look_at = 0;
The blocking works by placing terrain D directly to the N, S, E, and W of the party's lead member, and moving the terrains every turn so that they don't get left all over the place. Some imporovements could involve finding the first living member of the party instead of character 0, and altering the loops so that only the area of the town containing the puzzle is affected.

[ Tuesday, April 04, 2006 05:52: 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
Diagonal Movement Blocking in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #1
First, note that the game's north direction is to the upper-right side of your computer screen, so, talking in terms of the direction markers at the corners of the game screen, do you blocking motion in the cardinal directions, N, S, E, and W, or do you mean blocking movement in the other four directions, NE, NW, SE, and SW?

Either way, I have some ideas, but the implementation would depend on what's in the puzzle. In the space occupied by the puzzle, are there any terrains or terrain scripts?

I have an idea, which I will try to implement, and we can see if it meets your needs.

Edit: Here's what I came up with. It may need some tinkering to make it fit for you/make it more foolproof.
beginstate START_STATE;
if(get_flag(A,B) == 1){
y = 0;
while (y< C ){
x = 0;
while(x< C ){
if(get_terrain(x,y) == D)
set_terrain(x,y,0);
x = x + 1;
}
y = y + 1;
}
if(get_terrain(char_loc_x(0),char_loc_y(0) - 1) == 0)
set_terrain(char_loc_x(0),char_loc_y(0) - 1,D);
if(get_terrain(char_loc_x(0),char_loc_y(0) + 1) == 0)
set_terrain(char_loc_x(0),char_loc_y(0) + 1,D);
if(get_terrain(char_loc_x(0) - 1,char_loc_y(0)) == 0)
set_terrain(char_loc_x(0) - 1,char_loc_y(0),D);
if(get_terrain(char_loc_x(0) + 1,char_loc_y(0)) == 0)
set_terrain(char_loc_x(0) + 1,char_loc_y(0),D);
}
break;
This is intended to be the START_STATE of the town. Obviously you can add anything else you want to the start state. I've written it with an A, B, C, and D. These are spot where you will need to fill in numbers. A,B is the coordinates of an SDF to switch the motion blocking on. C is the width of the town, 32, 48, or 64, and D is the number of a terrain to block the party with. I imagined the D terrain as probably being:
begindefineterrain D;
import = 0;
te_full_move_block = 1;
te_can_look_at = 0;
The blocking works by placing terrain D directly to the N, S, E, and W of the party's lead member, and moving the terrains every turn so that they don't get left all over the place. Some imporovements could involve finding the first living member of the party instead of character 0, and altering the loops so that only the area of the town containing the puzzle is affected.

[ Tuesday, April 04, 2006 05:52: 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
bahsikava machinery in Blades of Avernum
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Member # 5576
Profile Homepage #4
Oops, powereddoor is the relevant door script, not t8door. Your way is simpler in any case, Kelandon.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The most boring spell and monster in The Avernum Trilogy
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Member # 5576
Profile Homepage #9
In A2 Arcane Summon was a bit odd. At the level one the guaranteed vampire was nice, level two guaranteed a demon, which was quite useful, but then level 3 always gave an eyebeast, which may technically have been a more powerful spellcaster than the demon, but had fewer hp, and lacked the melee capability. I found once I had level 3 that I wanted level 2 back.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The most boring spell and monster in The Avernum Trilogy
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Member # 5576
Profile Homepage #7
One spell that I never though very highly of was smite. It is relatively expensive to cast, doesn't do much damage , and doesn't hit many targets. I usually end up wishing that I hadn't wasted my priest's time with it.

I liked it a lot when haste level 3 affected the whole party. That really came in handy.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
bahsikava machinery in Blades of Avernum
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The game saves the state of the town that you are in, so you have to leave it and return for changes to take effect. . . but you're trapped in. s for how you can get out, I'm afraid I'm stumped. Take Out of Town would be a bad idea, because you don't really want to be outdoors. Do you have an older save file that you would be willing to go back to?

Edit: You could get out by doing this: find the t8door.txt file. Copy the original to safe location, an then alter it so that
beginstate INIT_STATE;

cur_terrain = terrain_in_this_spot();
i_am_open = 0;
i_am_locked = 1;

break;

beginstate START_STATE;
if (i_am_open == 0)
end();
if (((get_terrain(get_memory_cell(0),get_memory_cell(1)) != 384) &&
(get_terrain(get_memory_cell(2),get_memory_cell(3)) != 384)) &&
((get_terrain(get_memory_cell(4),get_memory_cell(5)) != 384) &&
(get_terrain(get_memory_cell(6),get_memory_cell(7)) != 384)))
{flip_terrain(my_loc_x(),my_loc_y());
i_am_locked = 1;
i_am_open = 0;
play_sound(-59);
}
break;
becomes

beginstate INIT_STATE;

cur_terrain = terrain_in_this_spot();
i_am_open = 0;
i_am_locked = 1;
flip_terrain(my_loc_x(),my_loc_y());
break;

beginstate START_STATE;

break;
This will make all of the door open when you load your save file. Run back up the stairs out of the town, save, put the original script back, and load your save file and continue playing.

[ Thursday, March 30, 2006 15:36: 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
Earth Slopes Needed in Blades of Avernum Editor
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Member # 5576
Profile Homepage #4
However, floors 72-74 match terrains 90 etc. if the terrains have adjust 155.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Earth Slopes Needed in Blades of Avernum
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Member # 5576
Profile Homepage #4
However, floors 72-74 match terrains 90 etc. if the terrains have adjust 155.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
I've made a script / story in General
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Member # 5576
Profile Homepage #440
Not meaning to be picky, but Act 9 scene 4 begins with a unneeded '8'.

So far act 9 is showing a good deal more complexity in some ways than previous ones. On the whole it looks very good. I hope to see an increase in the number of fluffy turtles as the focus of attention moves closer to the general forum.

Edit: Removed a typo of my own.

[ Monday, March 27, 2006 04:44: 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
Earth Slopes Needed in Blades of Avernum Editor
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Member # 5576
Profile Homepage #2
Try copying the terrains 90-101, and giving them a te_icon_adjust value of 155. That may be close enough for you.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Earth Slopes Needed in Blades of Avernum
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Member # 5576
Profile Homepage #2
Try copying the terrains 90-101, and giving them a te_icon_adjust value of 155. That may be close enough for you.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
What's your dialect? in General
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Member # 5576
Profile Homepage #33
Vowel mergers/splits:
Rhyme: trap, bath (the vowels, anyway) Yes
Rhyme: father, bother Yes
Identical: cot, caught
Rhyme: foot, goose
Identical: Lennon, Lenin Yes
Identical: pin, pen
Identical: line, loin
Identical: coil, curl
Final vowel of "happy" rhyme with vowel of "meet" Yes

R madness:
Identical: father and farther
Identical: Mary, marry, merry Yes
Rhyme: mirror, nearer Yes
Rhyme: fern, fir, fur Yes
Identical: horse, hoarse Yes

L madness
Rhyme: salary, celery
Identical: fill, feel
Identical: fell, fail
Identical: full, fool

Consonants
Same middle consonant: Singer, finger
Identical: Heat, eat
Identical: Should've, should of (if you were to say "should of") Yes
Identical: Wait, weight Yes
Identical: Wine, whine

I don't know what to make of this, but it was an interesting experiment.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
I've made a script / story in General
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Member # 5576
Profile Homepage #340
Oh, no, and I was planning to hit them with a jade halberd!
acid + many viscous noobs = way too may viscous noobs
This could have become a serious tactical blunder.

That will teach me to hurry and forget to check words that I know I can't spell right. Vicious. There. That was the right word. The wrong one was so amusing, though, that I shall leave it.

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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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