Profile for Duskwolf
Field | Value |
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Displayed name | Duskwolf |
Member number | 7633 |
Title | Warrior |
Postcount | 66 |
Homepage | |
Registered | Saturday, November 4 2006 08:00 |
Recent posts
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Author | Recent posts |
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N:R Not working at all&Laptop exploding battery in Tech Support | |
Warrior
Member # 7633
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written Friday, June 15 2007 08:33
Profile
Sounds like you've got something screwy installed in your OS 9 partition. Try changing your extension set to Mac OS 9 Base (use the Extensions Manager control panel to do this) and see if that fixes things. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Who has the REAL OLD Exile: Escape From The Pit??? in The Exile Trilogy | |
Warrior
Member # 7633
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written Thursday, June 14 2007 00:29
Profile
Here you go. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Blades of Exile Source Code Released in Blades of Exile | |
Warrior
Member # 7633
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written Friday, June 8 2007 14:23
Profile
Incidentally, I just built BoE on OS 9 using CodeWarrior, and the windowed mode looked kind of weird there too. I think I figured out what was causing the menu-hiding weirdness, though. BoE defines "HideMenuBar" and "ShowMenuBar", but these were later defined in the Toolbox. Changing these to "DoHideMenuBar" and "DoShowMenuBar" solved a link error on OS 9, and would probably fix some of the startup weirdness under Carbon. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Who has the REAL OLD Exile: Escape From The Pit??? in The Exile Trilogy | |
Warrior
Member # 7633
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written Friday, June 8 2007 14:19
Profile
Exile II (my personal favorite) had most of the gameplay advances that were missing from the original Exile. Doors that opened, fields, more spells... if you haven't played it, give it a try. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Dialog/Quest code usability? in Blades of Exile | |
Warrior
Member # 7633
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written Thursday, May 31 2007 12:41
Profile
The terms of the BoE license dictate that its code can only be reused in code that is made available under the same license. In practical terms, though, you're probably much better off writing your own implementation from scratch. BoE is very old and messy; trying to integrate its dialogue engine (which isn't really that complex anyway) into your own code is a recipe for frustration. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Custom graphics foul up?? in Blades of Exile | |
Warrior
Member # 7633
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written Thursday, May 31 2007 12:38
Profile
1008 mod 256 = 240 My guess is that the talking graphic is a byte-sized value. You'll have to use a picture ID below 256. [ Thursday, May 31, 2007 12:40: Message edited by: Duskwolf ] Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Open Source BoE Projects Summary in Blades of Exile | |
Warrior
Member # 7633
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written Wednesday, May 30 2007 16:56
Profile
A first step in open-source BoE development should definitely be merging the Mac OS and Windows ports into a single source tree. Most of the code is indeed platform-independent (Jeff's confirmed this in another thread), so there's no reason it shouldn't be possible. More importantly, merging the two trees will make it less likely that development on the different versions will diverge in the future (which would be a Very Bad Thing). Even something as simple as generating a set of #ifdefs that'd conditionally enable code for the appropriate platform would be invaluable. As soon as someone's got a working Win32 version, merging it with the Carbon version should be a top priority. I realize this isn't a particularly interesting task, but it needs to be done as soon as possible to avoid creating an inadvertent fork. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
OBoE in Blades of Exile | |
Warrior
Member # 7633
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written Monday, May 28 2007 21:10
Profile
Google Code would be an excellent option for hosting if it weren't for the license. They've got Subversion repo, wiki, downloads, and issue tracking. However, they limit projects to using a small set of open-source licenses: Apache, Artistic/GPL2, GPL2, LGPL, MIT, MPL, or New BSD. Wikipedia says the Common Public License (which the Blades code was released under) isn't GPL-compatible, and IBM's CPL FAQ says it isn't generally compatible with relicensing. I'm kind of wondering whether Jeff would be willing to cross-license under something less restrictive like the MIT License: quote:The main hang-up with the Common Public License is that it's got a weird clause about granting patents. It's well-intentioned, but ends up making CPL code incompatible with just about every other OSI license. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
OBoE in Blades of Exile | |
Warrior
Member # 7633
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written Monday, May 28 2007 15:47
Profile
Big idea #1: Move Blades from a "statically allocated" to a "dynamically allocated" model. Specifically, right now, a lot of the scenario file format is based on a fixed number of "slots" for various things: 16 room rects and 30/40/60 creatures per dungeon, 30 boats per scenario, and so on. While coding Blades this way undoubtedly made certain things easier, it's also an unnecessary limitation. The zero-one-infinity rule applies here. So move to a dynamic model for everything. This would require a transition to a completely new scenario file format, but that's doable - compatibility can be managed by either leaving in support for loading old scenarios, or writing a converter. This would involve rearchitecting a lot of the internal data structures as well, but that's really less of a problem. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Node Limit in Blades of Exile | |
Warrior
Member # 7633
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written Monday, May 28 2007 15:20
Profile
As far as I can tell, increasing the limit on the number of nodes executed in a single encounter is just a matter of increasing the constant at special.c:1655: 1655| if (num_nodes >= 50) { The only effect of increasing this value would be that encounters longer than 50 nodes would no longer error out. Otherwise, functionality would be identical.There's a completely separate limit of 50 special nodes per town, which can't be increased without modifying the scenario format. Fixing this would probably be best accomplished by "dynamicizing" allocations throughout the program - probably a good idea in the long run, but not a small task. More on this in OBoE. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Blades of Exile Source Code Released in Blades of Exile | |
Warrior
Member # 7633
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written Sunday, May 27 2007 16:02
Profile
r4 is acting stranger than r1 did with regard to windowing. Now it starts up normally but sometimes adds a title bar to the fullscreen window during the startup process, right after the second splash image shows up. I can't figure out what's triggering it, exactly. I'll grab the source after I make this post and take a look at what might be going on. Also, "never show instant help" is completely broken. I'm getting instant help every single time I open the preferences window, whether I've checked the option or not. Rather annoying. Probably want to get rid of the shareware window, too. Replace it with "license info", perhaps? There's certainly no point in telling users that they can send in $30 to get the program on three 3.5" floppies anymore. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Blades of Exile Source Code Released in Blades of Exile | |
Warrior
Member # 7633
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written Saturday, May 26 2007 23:52
Profile
Khoth's Carbonized build works quite nicely on my PPC machine. It looks a little "off" in windowed mode, though - the content ends up shifted to the left a bit (maybe 16 px or so), and the splash doesn't quite draw properly. Haven't tried loading an old-style save, so no idea how that works. Issues with those are probably just a matter of a missing or an extra endian swap, though, and might not manifest on PPC anyway. Loaded its own savefiles just fine, though. And yes, the initial "i can has 256 colors plz" dialog is completely redundant under OS X. Kill it with fire. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Blades of Exile Source Code Released in Blades of Exile | |
Warrior
Member # 7633
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written Sunday, May 13 2007 16:59
Profile
quote:Easier solution: dd if=foo.rsrc/rsrc foo.rsrc No need to roundtrip through Rez format.Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Exile 2 spontaneously quitting in Tech Support | |
Warrior
Member # 7633
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written Saturday, May 12 2007 17:09
Profile
I've run into this problem too. It also showed up in the Tower of Magi. A few technical details are behind the link. It's not a data corruption issue. Don't bother redownloading (again, if you already tried that) - it doesn't make a bit of difference. It's a bug. My best guess is that it has something to do with the friendly-monster AI in large towns. Your best bet is to find a real OS 9 (or earlier!) machine to play on. For whatever reason, the crash isn't triggered on that OS. I don't know whether it's just due to some sort of different API behavior or because OS 9 doesn't mind bad pointers quite as much, but the battle went off without a hitch on an older machine I had around. If you don't have an OS 9 machine, you could also try running Exile under SheepShaver. It's a bit of a pain to get working, and it'll probably run really slowly, but all you need to do is get through that one battle. Alternatively, you can just send me a copy of your save file and I'll run through the battle for you. :) Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Song from exile One in The Exile Trilogy | |
Warrior
Member # 7633
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written Monday, April 2 2007 10:18
Profile
Actually, Exile 2 used a nonoriginal piece for background music as well (CARTHAG.MOD). Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Customizing the first 91 terrain slots in Blades of Exile | |
Warrior
Member # 7633
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written Friday, January 12 2007 14:46
Profile
quote:And besides, you're just editing something that's coming out of the scenario editor. I don't speak for Jeff Vogel, but I'm pretty sure that "no discussion of hex editing" rule is meant to apply to executables and to data files in the non-Blades games. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Old Exile II Character Sheet in The Exile Trilogy | |
Warrior
Member # 7633
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written Thursday, December 21 2006 17:49
Profile
What are you looking for, then? I can probably get it. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Avernum 5 Early, Early Notes in Avernum 4 | |
Warrior
Member # 7633
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written Monday, December 11 2006 00:05
Profile
While we're speculating on new locations: How about the river blockage to the west of the Mass Teleporter, in the Northern Waters? That looks like a prime candidate for a bit of opening up. Alternatively, east of Silvar and/or Formello? Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
The Future of Blades of Avernum in Blades of Avernum Editor | |
Warrior
Member # 7633
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written Sunday, December 10 2006 19:02
Profile
What would probably help a lot* would be Jeff making specifications available for the BoE/BoA data files. That way, third parties could create their own tools for scenario editing. *: If it isn't already available, officially or unofficially Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Complete Exile 2 outdoor map (massive spoilers) in The Exile Trilogy | |
Warrior
Member # 7633
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written Saturday, December 9 2006 20:47
Profile
I've got most of the format worked out, save for objects; I'll probably have complete indoor maps available pretty soon. Here's an appetizer: Fort Ganrick. (Apparently, the Nephilim always exist in town, but are hidden until the attack gets triggered. Interesting.) Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Distorted Fonts in Geneforge 4 in Tech Support | |
Warrior
Member # 7633
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written Saturday, December 2 2006 15:31
Profile
Open up the Font Book utility, select all your fonts, and tell it to validate them (it's in the File menu). If it turns up any problems, have it remove those fonts. If that doesn't do it, look through your fonts to see if you've got any that look like the distorted text. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Installing on 10.1.5? in Tech Support | |
Warrior
Member # 7633
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written Sunday, November 26 2006 23:52
Profile
10.3 will run on any Mac with USB. 10.2 will run on anything that runs 10.1. Both are pretty cheap ($20 or so) to get off EBay or somewhere, and justifiable too - almost all new software nowadays requires 10.2.8 or later. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Installing on 10.1.5? in Tech Support | |
Warrior
Member # 7633
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written Sunday, November 26 2006 00:10
Profile
10.1.5 is pretty ancient - about four and a half years old now. You'll probably have much better luck with a more current version of the OS. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Complete Exile 2 outdoor map (massive spoilers) in The Exile Trilogy | |
Warrior
Member # 7633
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written Saturday, November 18 2006 00:34
Profile
... and I just noticed that, in an unforgivable error, my map duplicates one terrain block (third from the bottom on the right edge). Unfortunately, this isn't trivial to fix. I'll fix it later, when I do the towns. Posts: 66 | Registered: Saturday, November 4 2006 08:00 |
Complete Exile 2 outdoor map (massive spoilers) in The Exile Trilogy | |
Warrior
Member # 7633
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written Tuesday, November 14 2006 22:09
Profile
Oh, very nice. I might just have to figure out the format for "town data" and post maps for those. I like your color/pattern scheme, BTW. Mind if I borrow it? Posts: 66 | Registered: Saturday, November 4 2006 08:00 |