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List of Bugs in Blades of Avernum Editor
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Member # 5576
Profile Homepage #19
You can't easily plan adjusts out in your head like that; they're almost always wrong when you try them. That was what made me so frustrated that I wrote Graphic Adjuster. For instance, an adjust of 5 on the apprentice mage turns it a vivid purple.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
List of Bugs in Blades of Avernum Editor
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Member # 5576
Profile Homepage #15
quote:
Is that so? It's a good thing then that I use Niemand's graphicadjuster for this kind of stuff.
I would point out that Graphic Adjuster, the Mac editor, and Mac version of the game all handle icon adjusts the consistently, but they may differ from the PC editor or the PC game.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
List of Bugs in Blades of Avernum Editor
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Member # 5576
Profile Homepage #7
The tricky thing about outdoor section scripts, is that the game has 4 or more of them loaded at a time. To get the init state to run, the party has to walk 2 sections away, and then back again. I've found that the best way is to put a backup block into the script's start state; if the start state finds that the init state didn't get run to do what it was supposed to, it does it itself. That way the task will get done at worst late rather than never.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #75
*bump*
So I've now accomplished 6 and 7 from Minstrel's list.

I've also looked at BetterEditor, and I personally find both of the wall drawing tools, at least as Khoth implemented, rather difficult to get to work. They would also be rather hard to get working in the editor's 3D mode. I can think about this a bit, but unless a number of people want this pair of features, I'd rather ignore them, really.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Editor edge drawing issues in Blades of Avernum Editor
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Member # 5576
Profile Homepage #4
You're quite sure? Because it fixes the issue for me on v1.0.3 of the editor.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Editor edge drawing issues in Blades of Avernum Editor
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Member # 5576
Profile Homepage #2
Somehow, the way you redfined the floor seems to have done it. I think you'll find that everything works if you do:
begindefinefloor 45;
fl_name = "Dirt";
fl_is_ground = 0;
fl_is_rough = 1;
fl_out_fight_town_used = 1017; //could be changed
fl_which_sheet = 508;
fl_which_icon = 0;
fl_ed_which_sheet = 680;
fl_ed_which_icon = 25;
begindefinefloor 46;
fl_which_icon = 1;
fl_ed_which_icon = 26;
begindefinefloor 47;
fl_which_icon = 2;
fl_ed_which_icon = 27;
begindefinefloor 48;
fl_which_icon = 3;
fl_ed_which_icon = 28;
begindefinefloor 49;
fl_which_icon = 4;
fl_ed_which_icon = 29;
begindefinefloor 50;
fl_which_icon = 5;
fl_ed_which_icon = 30;
begindefinefloor 51;
fl_which_icon = 6;
fl_ed_which_icon = 31;
begindefinefloor 52;
fl_which_icon = 7;
fl_ed_which_icon = 32;
begindefinefloor 53;
fl_which_icon = 8;
fl_ed_which_icon = 33;
begindefinefloor 54;
fl_which_icon = 9;
fl_ed_which_icon = 34;
begindefinefloor 55;
fl_which_icon = 10;
fl_ed_which_icon = 35;
begindefinefloor 56;
fl_which_icon = 11;
fl_ed_which_icon = 36;
I think that the 'ground' and 'rough' settings may be what the editor actually detects for edge drawing, or something.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Editor edge drawing issues in Blades of Avernum Editor
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Member # 5576
Profile Homepage #0
quote:
Originally written by Dahak:
If the designer replaces the graphics for floors 11-22 or 45-56 then the code that handles drawing the edges for cave/stone or grass/dirt instead defaults to 18 (for 11-22) and 52(for 45-56) when ever you attempt to draw with dirt or any of its edges. So instead of a nice 3x3 square you instead get a 3x3 grid of corners.
So I said I would look into this and I did; I replaced the graphics for floors 45 to 56, and everything behaved exactly as it should. Dahak, what version of the editor were using, and how did you 'replace the graphics'? Can anyone else reproduce/shed light on this bug?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
What did you do today? in General
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Member # 5576
Profile Homepage #9
Agonized about my physics homework, went to class, played Halo, ran computer simulations, went home, ate dinner, worked on physics homework again, and reached 1E6 meat in KoL :cool: .

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
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Member # 5576
Profile Homepage #6
Graphic Adjuster can already open all of the files used by BoA, it opens any file that has a resource fork and displays any PICT resources it finds. I'm not sure what you might be having a problem with.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #74
Dahak, when I get some time (maybe Friday) I'll look into that that bug.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Alternate Dirt/Grass graphic. in Blades of Avernum
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Member # 5576
Profile Homepage #1
Awesome. This is exactly the kind of general purpose graphic set that we always need more of. It looks great.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
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Member # 5576
Profile Homepage #3
Crud. Yeah, the program runs fine when debug symbols are included, but when they're not, as in the Deployment mode for distribution, it crashes again. So, I'd recommend that no one else downlod this version for now, hopefully in an hour or so I'll be replacing it with one that really fixes this problem.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
GraphicAdjuster version 2.0.3 in Blades of Avernum Editor
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Member # 5576
Profile Homepage #0
This new version makes the program deal better with partially corrupted files, allows the program to be hidden properly, fixed copying from the icon selection screen so that they no longer come out inverted, and improved detection of whether a sheet contains item or terrain sized icons.

Find it at my utilities page.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #68
Yes there is a boat record type, but as Minstrel points out, the problem would be where to put it in the save file. The file format is entirely binary; just objects dumped out of memory onto disk. Putting anything in there other than what the game expects will just screw it up without accomplishing anything, since we can't alter the portions of the game code responsible for loading the scenario.

Concerning my utility programs:
The new version of the 3D Editor will be waiting until I've had time to add a few more things, like list items 3,6,and 7 possibly. I also want to work a little more on commenting the code.
I've fixed Graphic Adjuster so that it now survive contact with corrupt cmg files (That's what your problem seems to have been, Minstrel) but I also want to improve its detection of sheet types before I release version 2.0.3.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #65
*curses self for being stupid fool*
No, sorry, my address is niemand, same as my PDN here.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #63
Hm, I see. According to my understanding the game only likes item graphic sheets to be one row, but maybe that's not the case. GA decides that a sheet is items if it is as tall as one item graphic, and that it's terrains otherwise. If in fact BoA allows multi-row item sheets, I'm not sure yet how I'd deal with it, since there isn't any other simple way for the program to tell the difference. I'll look into it.

BTW, you are going to email that file that wouldn't open properly, right? I would like to fix whatever caused that problem.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #61
Actually Graphic Adjuster knows the difference between item sheets and terrain/creature sheets. It just treats intro screens and other large graphics like terrain sheets, but that doesn't really matter, I think, since if for some reason you want to test adjusts on part of a large image, you can, although it serves no purpose. Also, don't forget the preview mode where an entire sheet is shown with an adjust.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #59
Minstrel, would you send me an email at neimandcw(AT)gmail(DOT)com with a compressed copy of the cmg file you had trouble with, and a description of the computer system you're using?

The issue with boats and horses is that they don't have to be created at any particular place in a script, or in any particular script, and so aren't even present in the game until the relevant bit of script runs. Exodus, for example, does this repeatedly, creating boats in t10Beach.txt, t27Riverbank.txt, t29Campdlg.txt, and t3East.txt. So you would have to read every script file in the scenario, and then the display of the boats would still not be exactly accurate.

The editor could not place boats. At all. Ever. The data structures that the editor sends to the game (in the .bas file) are known and contain no room for such data.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
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Member # 5576
Profile Homepage #54
quote:

Originally written by Celtic Minstrel:
(Numbers added for convenience.)
1. Get rid of the monsters and items menus and instead use the terrain palette area for this.2. A Raise/Lower Elevation Uniformly rectangle tool (does not replace the current Set Elevation rectangle tool).3. The two wall-drawing features of Khoth's BetterEditor. Plus maybe Sticky Rectangles from the same.4. Ability to place quickfire and movable mirrors.5. Display the locations of boats and horses.6. Allow the use of the brush tool in conjugation with the height tool.7. Enable the 5 on the numpad in 3D view (or at least Preview).8. Allow Change Floors/Terrain Randomly to also search-and-replace with specific combinations of floor and terrain.9. An Edit Area Description toolbar button.10. Highlight the active tools in the toolbar.
I've just finished implementing 2 in the Mac Editor, it is activated by pressing shift when clicking the Set Elevation button. 10 also proved to be quick to toss in. I'm also going to take a serious look at 3, although it's been a long time since I tried BetterEditor, I recall that those features seemed pretty useful. 6 also looks like it would be useful and not too hard to do.
Numbers 4 and 5 cannot be done within the editor. As Thralni described earlier, these are set by scripts, and so the editor can't know about them.

1. would require radical changes to the current program; it would be no simple task. This would be fantastic to have, but would require a LOT of effort compared to the editing tools changes required by some of your other ideas.

7. I'll take a look at, but the program's handling of mouse/keyboard input is really weird; key events are in many cases converted into fake mouse events which are then sent to the mouse event handlers. I have no idea why, but fixing it would be a lot of work at this point. * I'm also not sure about, because I have not messed with that aspect of the program before. I'll see what it looks like.

9. Might be nice, but a bunch of work to add for little gain; I've found that I've only changed area descriptions once or twice in the years I've been using the editor.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The Political Compass (Armed and Dangerous) in General
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Member # 5576
Profile Homepage #18
Here's such a graph so far: (I'll just change this one as more people provide data, for my own amusement, if nothing else.)

IMAGE(http://hallsofchaos.forinti.com/misc/sw_politics.png)

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The Political Compass (Armed and Dangerous) in General
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Member # 5576
Profile Homepage #10
Economic Left/Right: 1.50
Social Libertarian/Authoritarian: 0.26

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A Contest Idea in Blades of Avernum
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Member # 5576
Profile Homepage #7
I wasn't necessarily thinking of doing either of these contests very soon, I just wanted make sure we were all thinking about them a little. I'm personally far too busy to get much work done at the moment, anyway.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Avernum Improvements in Blades of Avernum
Infiltrator
Member # 5576
Profile Homepage #43
If somebody wants to update the Windows Editor to include the changes that i made to the Mac version, I'd be happy to help out, like with explaining where and how i made my changes. I'm afraid that I'm just too short of time to do the Windows version myself.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Item Augmentation? in Blades of Avernum Editor
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Member # 5576
Profile Homepage #9
When I said ignored by the game, I meant ignored by the game application itself, not the editor. I've tested before.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Item Augmentation? in Blades of Avernum Editor
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Member # 5576
Profile Homepage #5
Item records in BoA have a hidden "augment_item" property that seems to be ignored by the game (Editor, global.h ~line 521). "it_augment_item_type" is listed in the token parser code (Editor, tokntype.h ~line 1000), but is also ignored, I believe.

EDIT: My guess is that Jeff meant to support this, but didn't get around to finishing it.

[ Wednesday, October 10, 2007 19:00: 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

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