Profile for Niemand
Field | Value |
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Displayed name | Niemand |
Member number | 5576 |
Title | Infiltrator |
Postcount | 627 |
Homepage | http://hallsofchaos.forinti.com |
Registered | Monday, March 7 2005 08:00 |
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Scenarios in Development in Blades of Avernum | |
Infiltrator
Member # 5576
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written Sunday, August 28 2005 17:51
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We seem to have entered some what of a lull, so it seems like a good time to do this again: Are you developing a scenario? If so, what levels do you intend it to be for, how big do you plan for it to be, and when (roughly) can we expect to see it? I am currently making a scenario for levels 40-50 with about 20 towns and 8 outdoor sections. Unfortunately, it's only about half finished and I expect it will take me a long time, like another year. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Name Issue in Blades of Avernum Editor | |
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written Sunday, August 28 2005 17:35
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Have you actually assigned the names to the characters (in the town script, not the town dialog script), or did you just use the name as the question for the first node? Jeff only recommends doing the latter in order to make scripts easier to read; it has no actual effect as far as I know. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Name Issue in Blades of Avernum | |
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written Sunday, August 28 2005 17:35
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Have you actually assigned the names to the characters (in the town script, not the town dialog script), or did you just use the name as the question for the first node? Jeff only recommends doing the latter in order to make scripts easier to read; it has no actual effect as far as I know. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Outdoor script in Blades of Avernum Editor | |
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written Wednesday, August 24 2005 17:20
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If the code is so simple, could you show it to us? -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Outdoor script in Blades of Avernum | |
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written Wednesday, August 24 2005 17:20
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If the code is so simple, could you show it to us? -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Avernum 4? in General | |
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written Tuesday, August 23 2005 20:10
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Aaaaaaaagh! I don't like it! Aaaaaagh! I suppose that the geneforgish graphics are much fancier and 'nicer', but since I started out playing Avernum 2 I've been used to seeing everything in the same style, and this isn't it. I guess it's really just my own inability to cope with progress and change, but I am not happy with this. On a more rational note, it looks like the UI has a lot of wasted space in some areas, and lacks some of the areas that have been a traditional part of the Avernum UI, like the text area. What, I wonder, are those four buttons with book icons and the four with items shown on them for? -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Your Favorite Source of Energy in General | |
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written Tuesday, August 23 2005 19:55
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I am also in favor of nuclear plants; fission ones work now and fusion ones are a reasonable possibility within the near future; my dad was working on a project to design and build a fusion reactor a number of years ago (about 20 I think), and if government funding hadn't been cut, they would have built reactors of several sizes by now (If, of course, the project had followed the general outline of its schedule). As it is there are a number of fusion reactors worldwide which are getting closer to reaching a consistent positive net power output. The poll question on which power sources will attract environmentalists is an interesting one; I have heard that some environmentalists are opposed to tidal and wind power ideas, which is not something that I would immediately have expected. -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
The Spiderweb Software title image... in General | |
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written Monday, August 22 2005 13:58
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According to Digital Color Meter (Using Mac OS X, Safari, and an LCD display) most of the background of the image is FEFEFE or (254,254,254). The difference from true white is very small, and should make it appear grayish, not purple (If one can see the difference, which I can't). [ Monday, August 22, 2005 13:59: Message edited by: Niemand ] -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
A plea for iBook help in General | |
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written Thursday, August 18 2005 18:15
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But, sadly, developement of Norton Utilities for Mac OS has been discontinued. I have also heard that Drive Genius is useful, but it costs money, so I don't really know. However, Alorael makes a good point that someone knowledgable can (hopefully) fix the computer much more effectively in person. -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
A plea for iBook help in General | |
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written Thursday, August 18 2005 12:58
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quote:So are you saying that you don't know of any utility programs that you can use in OS X? I like to use OnyX, which is free: http://www.titanium.free.fr/ -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Wrapped-Up Bug in The Avernum Trilogy | |
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written Monday, August 15 2005 13:31
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I seem to recall that delivering several (3?) wrapped up bugs would give an extra level of strength and some blademaster. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Help with a Carbon program in General | |
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written Sunday, August 14 2005 17:37
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quote:Ok, I give up; how do I set the build style? I've looked everywhere I can think of, and I can't find it. EDIT: Ok, never mind; after searching for 2 days I found it myself. [ Monday, August 15, 2005 18:08: Message edited by: Niemand ] -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Level cap in A2? in The Avernum Trilogy | |
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written Friday, August 12 2005 18:42
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There is indeed. It's been a while since I played it, but if memory serves, there is a house in the great cave at which a lady (Silverlocke?) will sell you potions, including knowledge brews. Buy everything, and she will restock. Of course buying everything several times takes so much money that to do it much becomes prohibitive without money from the character editor, but then you could just give yourself the potions, or even just give yourself the skills. . . -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Orb of thralni in Blades of Avernum Editor | |
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written Thursday, August 11 2005 04:34
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What TM and Kelandon have done is to give the party members a special ability that allow the user to regulate the length of the pauses used in cutscenes. Basically the cutscenes derive the pause length from the value stored in an SDF and the custom ability can change that SDF so that the player can set the cutscenes to go faster or slower as desired. The whole reason for the print_num() calls is so that you can tell how far the cutscene has progressed even if your not able to see anything meaningful on the screen. I really have no idea what the problem is; I've just told you how I would try to debug it. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Orb of thralni in Blades of Avernum | |
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written Thursday, August 11 2005 04:34
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What TM and Kelandon have done is to give the party members a special ability that allow the user to regulate the length of the pauses used in cutscenes. Basically the cutscenes derive the pause length from the value stored in an SDF and the custom ability can change that SDF so that the player can set the cutscenes to go faster or slower as desired. The whole reason for the print_num() calls is so that you can tell how far the cutscene has progressed even if your not able to see anything meaningful on the screen. I really have no idea what the problem is; I've just told you how I would try to debug it. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Orb of thralni in Blades of Avernum Editor | |
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written Thursday, August 11 2005 04:10
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Are you sure about the location that you have told it to center the view on is really the one you want? You aren't doing this in a 32 x 32 town or something are you? And yes, the game should ignore all input while the cutscene runs, but the cutscene should end after a while and the game should go back to normal. I note that you have some very long pauses there (compared to what I normally use), maybe for testing at least you'll want some shorter ones. Also if the scenario is going to have lots of use of cutscenes, a set cutscene speed ability like Kelandon and TM have used would really come in handy to you and the player. A note: if the screen is staying black, how about some print_num() calls put in the cutscene code, so that you know how far it has gotten? -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Orb of thralni in Blades of Avernum | |
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written Thursday, August 11 2005 04:10
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Are you sure about the location that you have told it to center the view on is really the one you want? You aren't doing this in a 32 x 32 town or something are you? And yes, the game should ignore all input while the cutscene runs, but the cutscene should end after a while and the game should go back to normal. I note that you have some very long pauses there (compared to what I normally use), maybe for testing at least you'll want some shorter ones. Also if the scenario is going to have lots of use of cutscenes, a set cutscene speed ability like Kelandon and TM have used would really come in handy to you and the player. A note: if the screen is staying black, how about some print_num() calls put in the cutscene code, so that you know how far it has gotten? -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Help with a Carbon program in General | |
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written Wednesday, August 10 2005 16:14
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Unfortunately I've tried compressing it already and all I get is an archive. I guess I need heavier duty compression software to make one of those Diamond programs. Drat! -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Help with a Carbon program in General | |
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written Wednesday, August 10 2005 16:04
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As far as I know it references no files other than those bundled with it; I made it and all of the files involved except the standard carbon libraries. I even tried taking off the custom icon because I thought that this might be the problem. Edit: fixed dumb mistake [ Wednesday, August 10, 2005 16:07: Message edited by: Niemand ] -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Help with a Carbon program in General | |
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written Wednesday, August 10 2005 09:07
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It displays them exactly as they appear in the 3D Editor, which is supposed to display them as they appear in the game. (I really don't know anything about that issue.) In fact, it literally uses the 3D Editor's graphics tinting function. Basically what the program does is let you select a sheet, then an icon from the sheet, and shows you what each of the 1024 possible adjusted versions looks like. I made it so that I can pick out the best ones, and compare them side by side. [ Wednesday, August 10, 2005 09:10: Message edited by: Niemand ] -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Help with a Carbon program in General | |
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written Wednesday, August 10 2005 05:25
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I have made a utility program for previewing the effects of different icon adjusts on a graphic. Unfortunately, when I compile it, the compiled application will only run on the computer it was compiled on. The program itself is a Mac OS X Carbon program, made in XCode. Can anyone recommend what do do to fix it? -------------------- Überraschung des Dosenöffners! Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Orb of thralni in Blades of Avernum Editor | |
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written Monday, August 1 2005 09:57
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Use award_party_xp to give xp to all the members of the party. To change sp and hp, you can make the usual calls with 1000 for which_char_or_group. (Group 0 is the party.) To display dialog more flexibly than DEP_ON_SDF, use add_string and remove_string to show and hide different protions of the text. An event seems to be something Jeff added to make it easier to make a large number of things in the scenarion depend on something occurring. The only calls that use/affect them are day_event_happened and set_event_happened. Events appear to be only used internally by your scripts, the player does not know if they are being used or not. In fact, as far as I know, no one has bothered to use them in a scenario, since you can do all the same things with SDF's. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Orb of thralni in Blades of Avernum | |
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written Monday, August 1 2005 09:57
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Use award_party_xp to give xp to all the members of the party. To change sp and hp, you can make the usual calls with 1000 for which_char_or_group. (Group 0 is the party.) To display dialog more flexibly than DEP_ON_SDF, use add_string and remove_string to show and hide different protions of the text. An event seems to be something Jeff added to make it easier to make a large number of things in the scenarion depend on something occurring. The only calls that use/affect them are day_event_happened and set_event_happened. Events appear to be only used internally by your scripts, the player does not know if they are being used or not. In fact, as far as I know, no one has bothered to use them in a scenario, since you can do all the same things with SDF's. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
What scenarios hve you done? in Blades of Avernum | |
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written Monday, August 1 2005 09:48
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My party has been in 30 scenarios, so I don't remeber them all in order. I played the Jeff scenarios in order, each one 2 or 3 times. Then I played all of the others except Cresent Valley, LP, and A Large Rebellion as they came out. Some of them I played a number of times, such as Canopy and Bahsikava. My party is about level 90 now, because I got bored and made Bahssikava more difficult for myself. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Mac Dialog Editor Release in Blades of Avernum Editor | |
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written Monday, August 1 2005 09:19
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The current version would not be hard to port since it's written in java. Mostly just a bit of stuff would have to be changed that handles passing the menubar around from window to window. If anyone is interested, I would be happy to supply them with the source code. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |