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My New Scenario! in Blades of Avernum
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You could take out tabs, and I think Dallerdin got his to work without putting in the START_STATE; if you do both those things I think you can shave off about 35 bytes. However, if you make the only town be a 32 by 32, it looks like you can cut off almost 6K, and that would put you far ahead in terms of lowering overall size.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
My New Scenario! in Blades of Avernum
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Oddly, though you used fewer newline characters and has a shorter name, your version is actually 22 bytes larger. I somehow doubt that Dallerdin will feel a strong need to defend his intellectual property, though.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
My New Scenario! in Blades of Avernum
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Well! I, for one, am appalled that you would plagiarize Dallerdin's work in this manner! :P

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A couple of editor errors in Blades of Avernum Editor
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What version of the ediotr are you using, and on what system? I don't think I've ever heard of anything like this before.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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I'm glad to hear that you like it.
I'm certainly planning to write documentation for the full release. I don't know about showing all six strings at once when creating a dialog; I agree that it would be helpful, I'm just not sure if I can make that fit in a sheet that won't take up the whole screen. I can also see about renaming Create Note, although I was hoping that the tooltip message would make it's purpose clear. Concerning word wrapping: for some reason this doesn't seem to be affecting windows that are already open, but it does affect all windows opened after the setting is changed. I'll try to fix that.

Also, I've fixed the download link.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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*bump*
I've posted a beta version, 0.9b, on my utilities page . I know that it runs correctly on my 10.4.8 ppc computer, and seems to work on my brother's 10.3.9 computer, but I would appreciate hearing about any other configurations that it does/doesn't run on. I'm hoping that once any bugs are ironed out and so forth, this version will be superseded by a full 1.0 release in a few weeks.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Deathmatch Tournament -- Round One, Part One in General
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From a quick test, the maximum possible level, unsurprisingly, is 32768, since BoA is built on 2 byte integers. I would comment, though, that before anyone runs out to make their own level 32000 character, it's really not much fun; somewhere in there your hitpoints go negative and just get clipped to 1, and all stats are stuck at their minimum values. So, a pc of this level is, paradoxically, weaker than a level one pc.

EDIT: Corrected numerous spelling and word errors. I was short on sleep when I wrote this orignally, ok? Still am actually. . .

[ Friday, May 04, 2007 04:11: 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
Dialogue problem in Blades of Avernum Editor
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quote:
Teleport party does have a sound, though, doesn't it? I think you can activate or deactivate the effect, but can you get rid of the sound accompanying it too?
You can turn off the sound. Besides, relocating each party member will not work, the party is still considered by the game to be in the same location, so as soon as the player moves, the party will step back where it was before. teleport_party solves this problem.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Blades of Exile Source Code in Blades of Exile
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Yes, you can be pretty sure that there will be resource forks, but my understanding is that Universal applications can still work with those.
The BoA Editor is written in C++, so my guess is that Jeff's older code probably is too.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Dialogue problem in Blades of Avernum Editor
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So far I haven't been able to see what the problem is, but you could simplify your code a great deal by removing text5-text8 if you're not using them, and also the the calls to remove them from each of the if statements.
Also, you should use teleport_party to kick the party out of the palace.
To find out more about what's happening, you might toss some print statements into the code section to find out what the flags are really set to, and which parts of the code are really running.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Outdoor Fight Terrain in Blades of Avernum Editor
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quote:
Is there any way stop them from leaving fight mode?
Not really. You could do something like what Kelandon did in Bahs and punish the player for leaving combat mode, but that's about all. (I would also remark that this method alone is not necessarily very effective. My whole party died repeatedly in Bahs before I figured it out, because I didn't realise that if I enetered combat mode I would stop taking damage.)

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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Sorry, this is my last week of classes for this semester, so it's a little hectic. I'm hoping less than a month to a beta, depending on how things go.

Since my last update, I have gotten a couple of things done:
-The program no longer crashes when you erase all the text in the file.
-You can set the colors used for syntax coloring.
-Code Completion! Type part of a BoA keyword or function call, then press a key combination (Opt+Space), and you get to see a list of all the possible matches. The functions have placeholders for their parameters, contained within pairs of '#' characters.
-Cmnd+open bracket or close bracket selects the text contained by the previous or next pair of '#' characters, for quickly selecting the placeholder function arguments.

My current to-do list contains:
-Add an auto indent feature
-Fix slowness of text insertion
-Touch up Alint; I'll have to check but I think I might have found a couple of minor things that it incorrectly flags as errors.
-Add quick code generators for floor, terrain, creature, and item definitions
-Make a quick generator for dialogue nodes
-Make application modal windows work (I seem to have broken them somehow.)
-Try to make a nice spell check: This may be tricky. Apple's spell checking implementation doesn't seem to have been intended for any degree of customization by developers. I may end up doing the same thing as astring, but I'd really like a more elegant and user friendly system.
-Try to make some type of online help: This is kind of a long shot. I think it would be great to have, but figuring out how to implement it will be tricky, and even once the implementation is in place, it would need a lot of content put into it to make it really useful. Could be very time consuming. THis might be a feature to put off for a possible version 2, so as not to delay version 1 indefinitely.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Project Spiderweb. in Blades of Avernum
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IMAGE(http://hallsofchaos.forinti.com/misc/ET.png)
Should be fixed.

EDIT: No, I mean I think that this version should be better because I fixed it. I should have written, "I think this is better now," but I was too lazy then.

[ Tuesday, April 24, 2007 15:33: 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
Graphics Hoard Unleashed Upon Ye in Blades of Avernum
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Great trees. I like the colors, and they should help add variety. And nothing says the pine tree loses the needles in winter; it could just be dead.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Splitting one PC from the party in Blades of Avernum Editor
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Not if he doesn't put in any priests who do resurrections.

EDIT: Oh, now I see. You meant Return Life, not npc healers. Sorry.

[ Thursday, April 19, 2007 04:03: 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
Splitting one PC from the party in Blades of Avernum Editor
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I think so, though if you find it doesn't work that way, you can always record the character's stats in a set of flags, and then restore them after resurrection.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Splitting one PC from the party in Blades of Avernum Editor
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I think Kelandon's method is how you'll have to do it. The party splitting calls only make the party temporarily into a singleton.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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Thanks Khoth. I was meaning to get around to emailing you sooner. Sorry. The entire thing will be open source when I get it done, and I am planning to make some slight additions to Alint; it has given me a few bad results with te_ed_icon_adjust and a couple of other things.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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Update again:
So I've now added a quick generator for full dialog boxes, I've got template files for an empty creature script, an empty terrain script, an empty town script, and basicnpc (I intend to make more, also.). There is also a code snippet manager function now: you can define your own code snippets for quick use, each is represented in a menu, and the first nine are assigned keyboard shortcuts. When you press the keyboard shortcut or select the menu item, the snippet is inserted into the current document.

What I'm now working on is making the preferences window. So far it allows you to turn on and off text wrapping, syntax coloring, and unmatched brace highlighting, as well as setting all of the colors used in syntax highlighting. So I want to ask potential users: what else would you want to be able to set or customize?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Special Item in a box in Blades of Avernum Editor
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I'm surprised to learn that that does work, but that is what the end() call is supposed to be used for. It shouldn't make any difference that I can see which you use then, based on what the documentation says, but I'm going to stick with end; I'm still wary that using break might have some odd side effect. (After all, so many things in Avernumscript seem to.)

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
What's your favorite board game? in General
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Strange Synergy. I probably play it about every other day. I also like Risk and Stratego, but haven't had the chance to play either in quite a while.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The Nephil Search: Escape in Blades of Avernum
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quote:
So, how are you thinking about adding these custom sounds? I am a Windows user so it won't matter to me, but I'm still interested in how you're trying to import them into the game.
This is made possible by the macintosh resource manager. The Mac version of BoA stores sounds and graphics in numbered resources in its files. Scenarios include custom graphics by creating a new file containing resources, which are supposed to have different numbers from any used originally in the game. BoA then loads these in addition to the ones from its data files. However, when the resource manager loads a resource of the same type and number as one already in m emory, the new one takes precedence. Since BoA loads all the resources in the add on graphics files, including sounds, this allows a designer to override some graphics and sounds that are built into the game. I personally think that this is an example of great flexibility in the resource system, and I both wish that Jeff had harnessed it's power more and that there were an equivalent possibilities for the Windows version of the game.

To get more on topic for this thread, I'm glad to see that you have and are acting on more new ideas Thralni. Your project looks ambitious, but you've already shown that you can handle constructing a sizable scenario, so I'm looking forward to seeing how this evolves.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Avernumscript Editor in Blades of Avernum Editor
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Update:
Kelandon: Bracket checking is in. It proved to be a lot of work, but I'll agree that it's useful. I had to implement it in a kind of clumsy way though, so while it seems to be okay on 1000+ line scripts, I may need to improve it for better efficiency. It also does parentheses as suggested by Thralni.

Lazarus: for the force_terrain_redraw(),pause() thing I got to thinking it might be both good and possible to let users create their own snippets to be added via a set of short cuts. I'll have to work on the idea. A full-blown dialog box generator is a good idea, I'll definitely be putting that in. As for nested loops, one can make a section of code, use the loop generator to surround it with a loop using one variable, then surround that with a another loop using another variable. Hopefully that will be flexible enough and simple enough to be a convenient system to use.

Dintiradan: Well, you'll have to start out by teaching me about GUI frameworks for Windows. . . To all the windows users, I'm genuinely sorry not to able to do it, but a port is just more than I think I could handle. Being a cocoa program for Mac OS this is written in Objective-C, and makes extensive use of NSMutableAttributedStrings, NSTextStorage, and so forth that I would have no idea how to reproduce using Windows native frameworks. The best solution would be for someone who does know more about programming on Windows to make an equivalent program.

Thralni: While the line numbers and syntax highlighting don't differ greatly from Textwrangler, (which I do think is a great program, by the way.) it allows the user to check the script using Alint without leaving the application, marks the lines that Alint reported errors on, and has the code snippet generators. I don't expect this program to be spectacular in it's additional features, I'm hoping to make it possible to spend more time in a single application when writing scripts, and do simple, repetitive scripting tasks more efficiently. Lastly, you idea of script templates is great and I will definitely look into it.

And finally, I really just have to agree with Nemesis' analysis of the best way to solve every problem related to using Windows. :P

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Prepare For Glory! in Blades of Avernum
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I would hardly call the response to Bahs "poor". While Exodus was perhaps not a wild hit, I wouldn't say it did all that badly either, after a glance through the CSR listings.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Speed Beta - Shades of Gray in Blades of Avernum
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Name: Niemand
OS: Mac OS 10.4.8
Experience: DoK, EoR, E:R, Frostbite, Dilecia
Email: chniwe(at)hotmail(dot)com

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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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