Profile for Niemand

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File Corruption in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #8
From my observation, you can just ignore this for a god party. Knowing that things might go wrong (I did read your warning Kelandon), I trained a god party very thoroughly. They get that message all the time, but nothing actually seems to get set to zero, so I just ignore it.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Leaving towns via scripting in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #3
Not true! I've done it. It was part of an experiment with a conveyor belt script, and I watched it hurl the party right out of a town. I have just tested it again and it is a reproducible effect. However, it may not be a very good thing to do. It can be done though.

EDIT: fixed typos

[ Tuesday, May 31, 2005 19:26: 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
Leaving towns via scripting in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #3
Not true! I've done it. It was part of an experiment with a conveyor belt script, and I watched it hurl the party right out of a town. I have just tested it again and it is a reproducible effect. However, it may not be a very good thing to do. It can be done though.

EDIT: fixed typos

[ Tuesday, May 31, 2005 19:26: 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
Leaving towns via scripting in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #1
I have emailed you some possible solutions. I see now that my personal favorite, the conveyor script, may not be appropriate, and you may have to do it Jeff's way.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Leaving towns via scripting in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #1
I have emailed you some possible solutions. I see now that my personal favorite, the conveyor script, may not be appropriate, and you may have to do it Jeff's way.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Are You Stupid? in General
Infiltrator
Member # 5576
Profile Homepage #6
That test is definitely one of the dumbest creations I have encountered on the internet. (Though I do mostly avoid such things)
I find it curious that the test will happily announce that you are average if among other things you tell it that you can explain the theory of relativity.

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Undead Valley RELEASED in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #15
Zipping the files tends to protect them, but if he opened them they would probably then be damaged. Thuryl's way really is the easiest and safest.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Aarh me mateys, time for pirates and ships. in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #6
The scenario I'm making begins onboard a ship with two levels. I just used wooden floors, walls, and cliffs. Also, I used the mad monk graphic to make sailors.

[ Wednesday, May 25, 2005 15:04: 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
Party Loc Outdoors in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #0
Does anyone know of a way to determine the location of the party in an outdoor section?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Party Loc Outdoors in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #0
Does anyone know of a way to determine the location of the party in an outdoor section?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Testers needed for mac Dialog Editor in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #25
Dolphin - I do think that more testing is in order, the latest version has massive changes, and I've fixed all of the mistakes I could find but suspected that others may be lurking. If you would like to try it out for me, I'll be happy to send it to you.

The same applies to everyone else, I could still use help testing, but I don't want to spam anyone with large unexpected emails.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Testers needed for mac Dialog Editor in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #25
Dolphin - I do think that more testing is in order, the latest version has massive changes, and I've fixed all of the mistakes I could find but suspected that others may be lurking. If you would like to try it out for me, I'll be happy to send it to you.

The same applies to everyone else, I could still use help testing, but I don't want to spam anyone with large unexpected emails.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Testers needed for mac Dialog Editor in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #21
I have finished version 1.1 of the Dialog Editor, which addresses the bugs, issues, and suggestions pointed out by Kelandon and Khoth. I still need to right up a new version of the readme for it, but as soon as I do, do those of you who have already beta tested (or anyone else) want a copy?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Testers needed for mac Dialog Editor in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #21
I have finished version 1.1 of the Dialog Editor, which addresses the bugs, issues, and suggestions pointed out by Kelandon and Khoth. I still need to right up a new version of the readme for it, but as soon as I do, do those of you who have already beta tested (or anyone else) want a copy?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Are people inherently amoral? in General
Infiltrator
Member # 5576
Profile Homepage #18
I'm not suggesting that we are totally moral, or even to a very large degree, only that for the reasons I gave, I think it must be there. There is plety of room for immoral thoughs and behavior. Indeed, though we have made what might be called 'inovations' in morality over history, many people still act quite immorally.

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Are people inherently amoral? in General
Infiltrator
Member # 5576
Profile Homepage #16
I think that since people have developed a system of morals (excluding the possiblity that these are suggested or impressed on them by a diety, which I do not find to be the case), they clearly must in general contain some element which could be labelled inherently moral. Though this element could be dervied purely from complications of the goal of protecting and propogating one's genes, it has lead us to arrive at the idea of morality. Furthermore, the broad aspects of this tend to be well agreed upon, such as 'killing and hurting other people is not moral' and 'taking other peoples' stuff is not moral,' so these seem to be reflections of basic human thought, not society and religion.

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Cave Walls Inside in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #1
Would wall set 614 suit your purposes? It does not include doors or windows though according to the Editor Docs Appendicies.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Cave Walls Inside in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #1
Would wall set 614 suit your purposes? It does not include doors or windows though according to the Editor Docs Appendicies.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Bahss Rated... in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #10
TM, your analysis of Kelandon's goal of popular success seems to be flawed, in that what you describe is a process in which the designer solely seeks popular approval and attention. From what I have seen the vast majority of the people around this forum are ones who share both interest in the entertainment provided by BoA, and also imagination and desire to create something of their own. They do not create and share scenarios merely to get the highest ratings, but because they are proud of what they have made and want other people to get to enjoy it as well. This in no way leads to stagnation or repetition of ideas overall, because while ideas may be reused many times and some boring scenarios may be made, most designers are looking for new things to do to keep themselves and everyone else interested. If this comes in the form of large quantities of straight forward combat, it is perfectly reasonable because even in this case there is variation and interest value in the combat itself. furthermore, if many scenarios are made this way and the designers in general get tired of playing such scenarios, they will tend to make different ones, perhaps with more puzzles or more intricate interaction with the characters in the scenario through more complex dialog.

I find very problematic the way in which you seem to assume that the attention of most of a large community will cause stagnation and suggest that the quality of material will improve with decrease in the size of the community. The community involved is already fairly small, with 5000 odd members of the boards (including unknown numbers of repeat accounts), and at any given time only a small fraction of these people participate actively. Also, almost all of the members of the community are designers making their own scenarios (many may never finish, but that is not really significant), and almost all think critically about their own work and that of other community members.

I dislike that discussion of the future BoA often includes bases in the history of BoE, since while this history can potentially provide some information about how use of BoA may evolve, it is pointless to assume that BoA must be restricted to following the path that BoE followed. Would that even be desirable? I don't really know as I have never played BoE and only know about its history what I have read at this forum, but it doesn't sound as though it was truly a glorious example to aspire to, merely an example of something which could be done.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Testers needed for mac Dialog Editor in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #8
Kelandon and Khoth - thanks for your responses, you've already found several things that need outright fixing, and also given me a lot to think about concerning improvements.

hawkking - according to the delivery failure message I got had typed your address correctly, so I will try sending it to you again.
-I tried sending it again, and I just can't seem to from my hotmail account. Could one of you, Khoth, Kelandon, and TM, send him a copy? Really sorry.

A few notes:
You can use the lists of nodes at the bottom to go directly to the nodes, but I think I got too fancy by requiring a double-click, so I'll change that.

The reason that the application's icon is also in the Data folder is both so that the readme can use it, and because I needed it to get the About box to work right.

A number of comments so far involve making the application able to handle multiple documents. (Being able to work on only one dcument, seeing an unusable window on startup, quitting on closing the window, etc) I would certainly like to make this into a multidocument application, but it added complexity that I wasn't ready to deal with initially, and the BoA Editor itself behaves mostly like Dialog Editor now does. I'll look into working on this.

As I mention in the user's manual the treatment of comments is a little odd. The problem is that the program internally treats the node as having a number of fields which can be accessed and modified seperately by the program, and are then written in a certain order using special formatting to make the script. Since comments could be anywhere, this approach does not handle them well. I've thought of a possible solution but its messy, and I wasn't sure if it is worth it.

[ Thursday, May 12, 2005 17:40: 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
Beta Testers needed for mac Dialog Editor in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #8
Kelandon and Khoth - thanks for your responses, you've already found several things that need outright fixing, and also given me a lot to think about concerning improvements.

hawkking - according to the delivery failure message I got had typed your address correctly, so I will try sending it to you again.
-I tried sending it again, and I just can't seem to from my hotmail account. Could one of you, Khoth, Kelandon, and TM, send him a copy? Really sorry.

A few notes:
You can use the lists of nodes at the bottom to go directly to the nodes, but I think I got too fancy by requiring a double-click, so I'll change that.

The reason that the application's icon is also in the Data folder is both so that the readme can use it, and because I needed it to get the About box to work right.

A number of comments so far involve making the application able to handle multiple documents. (Being able to work on only one dcument, seeing an unusable window on startup, quitting on closing the window, etc) I would certainly like to make this into a multidocument application, but it added complexity that I wasn't ready to deal with initially, and the BoA Editor itself behaves mostly like Dialog Editor now does. I'll look into working on this.

As I mention in the user's manual the treatment of comments is a little odd. The problem is that the program internally treats the node as having a number of fields which can be accessed and modified seperately by the program, and are then written in a certain order using special formatting to make the script. Since comments could be anywhere, this approach does not handle them well. I've thought of a possible solution but its messy, and I wasn't sure if it is worth it.

[ Thursday, May 12, 2005 17:40: 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
Beta Testers needed for mac Dialog Editor in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #0
After a few weeks of work I think that my dialog editor is fit for other people to see. I have tested it on a variety of dialog scripts from the existing scenarios by writing new scripts in it. I have found no problems, so now I need a few other people to try it out. The only version I have so far is for Mac OS X, but if all goes well there will be other versions eventually. The main area in which I think it is probably weak is the restrictions on comments, but In looking over the dialog scripts from scenarios people have made so far, I see that they have not used a great deal of comments, so I'm hoping that it won't be too much of an annoyance.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Beta Testers needed for mac Dialog Editor in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #0
After a few weeks of work I think that my dialog editor is fit for other people to see. I have tested it on a variety of dialog scripts from the existing scenarios by writing new scripts in it. I have found no problems, so now I need a few other people to try it out. The only version I have so far is for Mac OS X, but if all goes well there will be other versions eventually. The main area in which I think it is probably weak is the restrictions on comments, but In looking over the dialog scripts from scenarios people have made so far, I see that they have not used a great deal of comments, so I'm hoping that it won't be too much of an annoyance.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A2 - knowledge brew in The Avernum Trilogy
Infiltrator
Member # 5576
Profile Homepage #1
To the best of my knowldge it is not possible to get a recipe for knowledge brews in Avernum 2. There are ways that you can buy unlimited numbers of them, though.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
skill numbers in Blades of Avernum Editor
Infiltrator
Member # 5576
Profile Homepage #1
If your looking for what I think you are, the numbers of the skills are listed in the editor appendix document under 'Character skills'.

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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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