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Mac Editor v1.0.5 in Blades of Avernum Editor
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A new version of the editor with a couple of minor fixes:

1. The correct dialogs should always display for the Change Height tool and the Add Height tool.
2. Terrains are shown with icon adjusts in the 2D tool palette
3. Items are intelligently marked as contained when placed on container terrains, crates, or barrels. Item containments change automatically when an item is moved onto or off of such terrains or objects.

Find it on my utilities page as usual.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Released: Blades Forge in Blades of Avernum Editor
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A new error for you, Aran:
warning: Invalid argument supplied for foreach() in {path redacted}
/software/drupal/addons/modules/contemplate/contemplate.module(589) : eval()'d code on line 6.
This appeared when I hit the 'Preview' button on the scenario submission page. It may have been caused by the fact that I entered only a space in the tagline field, because Stairway has no description, thus I didn't really want to add a tagline. However, it didn't go away when I gave in and entered some actual words.

EDIT: Added a linebreak to cut down on screen streching.

[ Saturday, January 26, 2008 09:18: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
"Verbs for the weak!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
River and Leaf Graphics for MAC in Blades of Avernum
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Unless the graphic does not exist at all, don't just change the number because it's not in some 'proper' range. After all, the object definition may be referencing one of the game's built-in sheets instead of one in the graphics file. In addition, there's no reason that there can't be a sheet 903, for instance, in the graphics file. In short, if something is outright wrong, contact the scenario designer to let them know to fix it, but many cases are not wrong and shouldn't be tampered with.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
River and Leaf Graphics for MAC in Blades of Avernum
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Here's one way you can fix things, assuming you're running Mac OS 10.3 or higher:
1. Download Graphic Adjuster
(It's easier to use for simple tasks than ResEdit)
2. Download the windows version of River and Leaf
3. Open Graphic Adjuster and do File > New, then File > Import Sheets...
4. In the dialog that appears, navigate to the folder for your fresh Windows copy of the scenario, then click 'Choose'.
5. All of the graphics for the sceanrio should appear in Graphic Adjuster. Choose File > Save As... and save the file as 'riveleaf.cmg' in the folder with the scenario. You're done.

quote:
It's easy to do if you know how to reset the scripts for the Mac graphics.
Excalibur, what on earth are you talking about?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Poll Advantage in Blades of Avernum
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As many poll responders seem to agree, I consider Fast on Feet vital for an archer. Between that and maintaining one's archer with a high dexterity it's possible to ensure that the archer virtually always acts first and can often fire more than one arrow. While arrows don't pack the punch of melee attacks, their ability to immediately target almost any enemy on the field of battle is not to be underestimated.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Call: Muffins n' Hell in Blades of Avernum
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A couple of recommendations: scripts need no alteration between the Mac and PC versions, and there's no reason to re-port the graphics unless they have been changed. Thus, it's usually best to port once at the start of the beta so that Mac users can test, and then once again when the beta is done and bugs have been fixed to create the final distribution copy of the Mac version.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Call: Muffins n' Hell in Blades of Avernum
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For the Mac version, you need to have a Mac user (I'm assuming you're not one) convert your custom graphics for you and create a new zip archive. By the way, opening the Mac archive on a windows system will only give you a ruined version, so after you make any changes, say, at the end of beta testing, you should have a Mac user make a new archive for you.

Note that if you have no custom graphics you won't need specialized mac and PC version of the scenario.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Dialoge script error. in Blades of Avernum Editor
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There is also a Windows version of the Dialogue Editor.

(It's source code, regretably, is lost, but the existing version should work fine.)

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Exodus sequel? in Blades of Avernum
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There is unfortuantely not, and Kelandon, the author, says that he will not be making it, for a variety of reasons.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Special Items in Blades of Avernum Editor
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The docs don't cover that sort of topic, for whatever reason, it's the appedicies you want. in particular, look in the section "Item, Special Item, and Gold" calls, which basically tells about all the things you can do with items, special items, and gold. Also, take a look in "Scenario Initialization calls", which isn't quite as clearly named. The calls you want are init_special_item and change_spec_item. The first needs to be used in your scenario script's START_SCEN_STATE so that it get's called when the scenario begins. It will assign a name and description of your choosing to one of the game's special item types. Then, you can use change_spec_item to change how many of that special item the party has. If you want something to happen when the party steps on a particular spot, you need either a terrain script on that space, or, better for this purpose, a special rectangle which calls a state in the town or outdoor section's script. (Hope I'm not repeating things you already know, but see how far this gets you.)

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Instant death nodes in Blades of Avernum
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The key word "beginstate" does just what it says and begins a state. Each state must then be ended by using the "break" keyword. Like this:
beginstate START_STATE;
//the contents of the state
break;
You need one break for every beginstate, and you can't begin another state until you've ended the previous one.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Macbooks, numeric keypads, and Avernum in Tech Support
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Nice; looks really useful, Duskwolf.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Macbooks, numeric keypads, and Avernum in Tech Support
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Out of curiosity, what exactly does the proposed code block do? At a glance it's clear that it's mapping some set of nine inputs to nine others, but from what to what is it mapping? Basically, what would the difference to the user be when using the keyboard? (Save us all having to look up the virtual key codes please. :P )

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
What have you been reading lately? in General
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I got "Numerical Recipes in C++" for Christmas, and have been working my way through it. It is indisputably the most fantastic programming book I've ever read. I also got and have already finished "Soon I will Be Invincible", which I enjoyed a great deal.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
BoA BUGS v6.0 in Blades of Avernum Editor
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The second import is not needed, it is a deliberate feature that if no clear or import statement is used, values from previous definitions are retained. Examining the section of corescendata which defines items you will see this technique used often for related sets of items, for instance, the longswords.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
BoA BUGS v6.0 in Blades of Avernum Editor
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Despite the fact that sliths are consistantly described as resistant to fire, the slith, slith warrior, and slith chief have significant immunities to cold rather than fire as defined in corescendata. The 'cr_immunities 1' lines for those definitions should be 'cr_immunities 0'.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Links updated in Blades of Avernum
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And I now have more than one scenario.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades Chat! (Time TBA) in Blades of Avernum
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Sigh. It looks like I'll be rather late, or miss most of the chat. My parents decided that we have to go out to a restaurant for a nice dessert, which I'm all in favor of except that they have for some reason chosen the strange time of 2:30 for it, making it unlikely that I will be back by 3, that being the time of the chat in my time-zone. We'll see.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades Chat! (Time TBA) in Blades of Avernum
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I should be able to join in.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Trying to Compile from Source in Blades of Exile
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Hm. Are you getting the picture's rectangle using the function that Jeff suggests in the other thread?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Trying to Compile from Source in Blades of Exile
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quote:
The odd thing is that for PICT ID 5000, which has a width of 380 pixels and a height of 70 pixels, pic_rect is set to (t=3072, l=2560, b=20992, r=-31231). I don't understand why it doesn't work. The error occurs at the NewGWorld; it returns -50 which is a paramErr (illegal parameter), and I suspect it is because the rect is bad.
I bet I know why! See this thread .

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Magus of Cattalon - Oh, for a hair of the dog. in Blades of Avernum
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I think drunkenness may only go away with time; Divine Restoration might remove it, since it removes webs, but even if it does and you have priest who can normally cast it, I'm not sure if he/she could while drunk.

I would say your options are probably to hide in a corner and wait for a really long time, or to use the character editor. If you can get outside resting would be a good way to kill the time to get rid of it.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Trying to Compile from Source in Blades of Exile
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Um, are you running this under Rosetta? I've never worked with Rosetta, but all of the "PPC (translated)" and so forth looks like it could well be. Let's see if we can turn this into a Universal Binary, shall we? Although I still can't get my copy to load its resources properly, I had no trouble building it after I used the following settings:
SDKROOT = /Developer/SDKs/MacOSX10.4u.sdk
MACOSX_DEPLOYMENT_TARGET_i386 = 10.4
MACOSX_DEPLOYMENT_TARGET_ppc = 10.3
SDKROOT_i386 = /Developer/SDKs/MacOSX10.4u.sdk
SDKROOT_ppc = /Developer/SDks/MacOSX10.3.9.sdk
(You can copy this block, go to XCode's project settings, select a line and hit paste, it should sort the pasted data out nicely into seperate items.)
See if this helps any (or works, my machine is PPC, so I have to guess at getting intel stuff to work). I would guess that you can't debug applications running under Rosetta because the application itself isn't really running; what's running is Rosetta interpreting the application's code.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Meep.. in Blades of Avernum
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I can't find any mention of such an item in the set of scenarios I currently have installed, so I'm afraid I can't help with the primary question.

As to lists of items, yes, people have made them, but the trouble is that it's very hard to keep them up to date. You could look at Imban's lists, which look like what you're looking for, but I don't know how many of the currently released scenarios they actually cover. There's also TM's Artifacts Hall scenario which can be found on Tyranicus' Site among other places, but again I'm not sure how much it covers.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Trying to Compile from Source in Blades of Exile
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I would recommend running with the debugger and stepping through the startup functions to find out where it exits. Furthermore, if you use the debugger even if you don't set any breakpoints, the debugger may catch where it goes wrong or crashes and show you what it was doing at that moment.
And by all means, show us the crash report; these are almost alawys more helpful than most people give them credit for.

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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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