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Complete Exile 2 outdoor map (massive spoilers) in The Exile Trilogy
Warrior
Member # 7633
Profile #9
import sys

outdoors_f = file("outdoors data", 'r')

def write_chunk(f, d):
f.write("P3\n48 48\n255\n")
for i in range(48):
for j in range(48):
x = ord(d[48 * j + i])
f.write("255 0 %d " % x)
f.write("\n")

i = 0
while True:
i += 1
d = outdoors_f.read(3088)
if len(d) < 3088: break
write_chunk(file("chunk%03d.ppm" % i, "w"), d)
i += 1
Given the "outdoors data" file, this generates a bunch of 48x48 chunks with weird (red->pink) colors. I used the Gimp to reassemble the chunks, colorize the joined image, fill in some unreachable areas, and hide the easter-egg area. :P

Python is wonderful.

[ Tuesday, November 14, 2006 13:13: Message edited by: Duskwolf ]
Posts: 66 | Registered: Saturday, November 4 2006 08:00
Complete Exile 2 outdoor map (massive spoilers) in The Exile Trilogy
Warrior
Member # 7633
Profile #4
Oh yeah - and, if you're wondering, I generated this from the "outdoor data" file. I didn't make it by hand! I don't have that much time on my hands :P
Posts: 66 | Registered: Saturday, November 4 2006 08:00
Complete Exile 2 outdoor map (massive spoilers) in The Exile Trilogy
Warrior
Member # 7633
Profile #0
IMAGE(http://i15.tinypic.com/35klfft.gif)

You may have to magnify this to see it properly. White is cave floor, black is cave wall, blue is water, cyan is waterfalls, deep green is swamp, dark gray is pits, orange is lava. Medium gray lines are roads; lighter gray shades and pink are used for various cave features. Bright green is for towns and dungeons. (And gray-green is secret cave passages. Shh.)

Upper left corner is Garzahd's fortress. I'm not sure what the other two disconnected bits along the left edge are - I probably haven't gotten there yet. Right and bottom edges are the Dark Waters chapter and Vahnatai lands.

Note that there is nothing shown past the front, and behind a number of checkpoints you can't pass. That's because there is, quite literally, nothing there.
Posts: 66 | Registered: Saturday, November 4 2006 08:00
Exile II crash (very repeatable, OS X only) in Tech Support
Warrior
Member # 7633
Profile #2
And the crash showed up again in the battle with the demon near the portal in the Tower of Magi. Didn't recur on a second run through, but it appears to have something to do with either guards or spellcasters.
Posts: 66 | Registered: Saturday, November 4 2006 08:00
Exile II crash (very repeatable, OS X only) in Tech Support
Warrior
Member # 7633
Profile #0
I'm running Exile II (v2.0.3) under Classic (Mac OS X 10.4.8, G4, 1024x768). I'm getting a repeatable crash in the ambush in the Almaria stockroom. It appears to happen as soon as one of the guards is up to bat. Macsbug tells me it's occurring in do_monster_turn, often in the middle of an instruction - perhaps there's some stack corruption?

I've got a copy of v1.0.3 around, but it seems similarly affected. Fortunately, I was able to finish up the battle just fine on an older machine (OS 8.1, running natively). Any idea what the issue is here, or do I just have to live with the occasional crash?

(I can do some more in-depth debugging if necessary. I've actually made several minor code modifications to the game which I might consider releasing with Spiderweb's permission.)

[ Sunday, November 05, 2006 20:41: Message edited by: Duskwolf ]
Posts: 66 | Registered: Saturday, November 4 2006 08:00

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