Profile for Ishad Nha
Field | Value |
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Displayed name | Ishad Nha |
Member number | 7662 |
Title | Shock Trooper |
Postcount | 292 |
Homepage | |
Registered | Monday, November 13 2006 08:00 |
Recent posts
Pages
Author | Recent posts |
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Exile 3 to .Blades in Blades of Exile | |
Shock Trooper
Member # 7662
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written Tuesday, March 11 2008 21:36
Profile
In Exile 3 I was hoping that Erika Redmark, that old witch, would be the villain. A remake of Exile 3 would be welcome here. As for a point of turning Exile 3 into a BoE scenario, it would be a resource for anyone writing a scenario involving the continent of Valorim. In Blades of Avernum there is a template based upon Avernum 2. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
A2 Template in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Tuesday, March 11 2008 14:46
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Yes, I do mean "byte" not "bit". As for the A2 template, it should be uploaded to the relevant lists of scenarios. I can't access the Shadow Vale archive, but it is not on any of the other scenario lists that I have seen. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
A2 Template in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Monday, March 10 2008 23:05
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My interest in this was revived by starting A Visit to the Madhouse. It is possible to turn a one bit terrain number, as used by Avernum 2, into a two bit terrain number as used by Blades of Avernum. You simply import the numbers into a spreadsheet and add a column of zeroes for each column of numbers. Then you export it back to a word processor program and change the tabs to spaces. This might also be useful if anyone wants to base a scenario in the Valorim continent. I might add that the real problem is converting A2 terrain to BoA when the two games use radically different numbers for the same piece of terrain. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Disfunctional Item Abilities in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Monday, March 10 2008 01:14
Profile
I imported the boots into another scenario and they were properly cursed. The moment I switched these with the boots the PC was previously wearing, the curse took effect. I used the Character Editor to give them directly to a PC, they were not found in a container. I also tested the armor and it worked too. [ Monday, March 10, 2008 01:22: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Disfunctional Item Abilities in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Sunday, March 9 2008 02:17
Profile
Could the problem with the curse be: "it_magic = 0;"? For "it_cursed = 1;" seems okay. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
BoE Scenario Editor problem in Tech Support | |
Shock Trooper
Member # 7662
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written Sunday, March 9 2008 02:11
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I don't know, I am having no problem on Windows XP. The editor won't work if you rename the BlScenEd folder, or if you move it to another folder. You should get a black screen in such cases. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
BoA Bug in Tech Support | |
Shock Trooper
Member # 7662
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written Friday, March 7 2008 16:11
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If anything or anyone appears as a giant question mark that means a graphics problem has occurred. Unless the question mark has the name "Placeholder", in which case the relevant monster has not been detailed in the scenario data script. Take this to the BoA forum, Exodus has had a few problems listed in its day. If this is the only crash you have had it is most likely the scenario not the game itself. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
save editing in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
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written Thursday, March 6 2008 15:14
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The only snag is that you will need to thoroughly decrypt the save file to make sure you know what you are doing. I use the method when I need to, Wizards & Warriors for example. In Blades of Avernum there is no need because the Character Editor does everything anyway. In Geneforge 4 use of spells like Daze meant that I didn't need to alter the game at all. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
save editing in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
|
written Wednesday, March 5 2008 22:09
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Savegame editors won't be necessary here, just as well because I don't know of any. There is MicroPhage's editor: http://www.freewebs.com/microphage/GF4Editor.zip This works by replacing a zone script. Most of your problems should be resolved by use of this editor. If not, if you are familiar with how Blades of Avernum works, you can edit the zone scripts yourself. You alter the Init State of a zone script to toggle a quest or whatever, then when you enter the zone the changes take effect. No need to understand or alter the save file. I had a look at the Avernum 5 save file and it looked tougher to understand than the BoA version. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
save editing in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
|
written Wednesday, March 5 2008 14:31
Profile
A much simpler approach is to use a Geneforge 4 editor. If that doesn't have the abilities you want you alter the Init State of a zone script. I am not sure what changes you seek to make. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Blades of Geneforge in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
|
written Wednesday, March 5 2008 13:58
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I personally doubt that it would take that much effort to create Blades of Geneforge. Presumably Jeff already has the editor, I can only imagine that when he created any of the Geneforge games he used something like the Blades of Avernum Editor. Creations would require some thought as to how they would work in a game composed of scenarios, but I don't see any great problem there. A player would take creations from one scenario to another. After BoA I don't think Jeff would bother with Blades of Geneforge unless he was sure that the game would sell. (Blades of Avernum could do with a few improvements, a new edition using a Geneforge interface might be a good idea.) Edit: if you had the hypothetical Geneforge 4 editor you could make scenarios here and now. Though from what I can see, Special Items and Quests are written into the Geneforge 4 program itself. This is of course very different to BoA. (You would have to carefully re-write the relevant parts of the program, that is not so difficult as long as you avoid altering the length of the relevant sections of the program.) [ Wednesday, March 05, 2008 14:26: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
A1 : Graphical Glitches in towns/camps/forts in The Avernum Trilogy | |
Shock Trooper
Member # 7662
|
written Tuesday, March 4 2008 21:36
Profile
In Windows XP, when you are in Windows Explorer you can right-click on a program and choose the Compatibility tab. This tab has settings that enable older games to be run as though you were using an older version of Windows. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Importing Avernum 5 Graphics in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Friday, February 22 2008 14:13
Profile
One area where I have struck real problems with shrink to fit: the tile has straight lines in it, like GF4 bookshelves and so on. This causes an internal problem, obviously distorted lines. As for the external problem, getting the edges to line up correctly, the GF4 1250 bitmap was a problem here when I tried to take a sample from the edge of the graphic. I had relative success with floors that were free of straight lines. As for objects, things that are not terrain, floor or items, they are usually smaller than BoA terrain, hence there is no problem at all. Edit, as for the quality problems, few people in the BoA community are professional artists. Thus any quality problems will still leave a graphic that is far better than anything the average BoA designer could do on their own. I will have to research the ratios for shrink and fit, maybe there is one that will work. [ Friday, February 22, 2008 14:18: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Importing Avernum 5 Graphics in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Thursday, February 21 2008 03:48
Profile
At long last I have the Windows versions of the A5 graphics, now I am trying to import them to the BoA world. As the A5 graphics for floors and hills are a bit bigger than their BoA counterparts, this will not be straightforward. I have two basic approaches: (one) just shrink the thing to fit, this leaves a few black spots that need cleaning up. (two) take a sample based upon the centre of the graphic. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Insert Random Nethergate: Resurrection Questions Here in Nethergate | |
Shock Trooper
Member # 7662
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written Friday, February 15 2008 15:16
Profile
Try to follow the road to the Roman Fort, until you are told you can't go any further. Then just follow the cliff wall going west until you see three pillar shaped stones. The cliff wall surrounding the area around the Fort. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Dilecia graphic bug in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Thursday, February 7 2008 03:16
Profile
If you accidentally downloaded the scenario for the wrong platform it would run but the custom graphics would not work. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Technical Issue in Blades of Exile | |
Shock Trooper
Member # 7662
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written Wednesday, February 6 2008 15:26
Profile
If you only want to play someone else's scenario there should be a Windows version around the place somewhere. If you can't find a Windows translation or if you want to write your own scenario: My understanding is that the Mac "exs" files should just be opened in a Windows BoE Editor and then saved. As for any Meg graphics, I don't know. When BoE was big time, before BoA, Spiderweb software converted graphics before a scenario was released. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Technical Issue in Blades of Exile | |
Shock Trooper
Member # 7662
|
written Monday, February 4 2008 01:35
Profile
Do you know about the Compatibility Wizard? Just right click on the program when in Windows Explorer and look at the Compatibility tab. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Aranea tactics needed in The Avernum Trilogy | |
Shock Trooper
Member # 7662
|
written Thursday, January 31 2008 14:28
Profile
In tough Avernum fights I would typically Haste a spellcaster so he/she could heal or cast damage spells twice as often. Then this spellcaster would Haste the other. I would Slow opponents, Bless front two PCs and maybe Shield them too. These are all cheap spells to cast. I always use custom PCs, the pregenerated Spiderweb guys have skill points spread all over the place. Also, my two front rank fighters have at least one level of Priest spells, so they can heal themselves if they ever reach 0 Health. This frees the two spellcasters to cast serious spells. [ Thursday, January 31, 2008 14:34: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Mac Editor v1.0.5 in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Wednesday, January 30 2008 14:23
Profile
Many Windows users lack any real programming ability, starting with me. I assume that we really can't give you any meaningful help unless we can program. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
E3, somewhere around Libras in The Exile Trilogy | |
Shock Trooper
Member # 7662
|
written Tuesday, January 29 2008 21:57
Profile
It is Caps Lock + D, or simply Shift + D. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Windows 3D editor ate my scenario! in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Tuesday, January 29 2008 21:50
Profile
As I said, I see no way to attach a file to any post. At some point I will have to upload something to my site and insert a hyperlink. If you have the time, try recompiling the 3D code, that would be a blessing to all Windows users if it worked. We could then all have our own home - brewed editors, just like the Mac users. I suspect that it is simply language dependent features connected with Linux. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Windows 3D editor ate my scenario! in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Tuesday, January 29 2008 15:24
Profile
Like the records above, these are easiest to read if you import them into Word and change the tildes to tabs. Outdoor Records char ~ name[20]; ~ 20 ~ 0 unsigned char ~ floor[48][48] ~ 2304 ~ 20 unsigned char ~ height[48][48]; ~ 2304 ~ 2324 short ~ terrain[48][48]; ~ 4608 ~ 4628 macRECT ~ special_rects[30]; ~ 240 ~ 9236 short ~ spec_id[30]; ~ 60 ~ 9476 macRECT ~ exit_rects[8]; ~ 64 ~ 9536 short ~ exit_dests[8]; ~ 16 ~ 9476 location ~ sign_locs[8]; ~ 16 ~ 9616 char ~ sign_text[8][256]; ~ 2048 ~ 9632 out_wandering_type ~ wandering[4] ~ 216 ~ 11680 out_wandering_type ~ special_enc[4]; ~ 216 ~ 11896 out_wandering_type ~ preset[8]; ~ 432 ~ 12112 location ~ wandering_locs[4]; ~ 8 ~ 12544 macRECT ~ info_rect[8]; ~ 64 ~ 12552 char ~ info_rect_text[8][30]; ~ 240 ~ 12616 char ~ section_script[14]; ~ 14 ~ 12856 short ~ is_on_surface; ~ 2 ~ 12870 short ~ extra[10]; ~ 20 ~ 12872 Town Records char ~ town_name[20]; ~ 20 ~ 0 short ~ respawn_monsts[4][6]; ~ 48 ~ 20 location ~ respawn_locs[6]; ~ 12 ~ 68 macRECT ~ special_rects[60]; ~ 480 ~ 80 unsigned char ~ spec_id[60]; ~ 60 ~ 560 short ~ lighting; ~ 2 ~ 620 location ~ sign_locs[15]; ~ 30 ~ 622 char ~ sign_text[15][256]; ~ 3840 ~ 652 location ~ start_locs[4]; ~ 8 ~ 4492 location ~ exit_locs[4]; ~ 8 ~ 4500 macRECT ~ in_town_rect; ~ 8 ~ 4508 item_type ~ preset_items[144]; ~ 1152 ~ 4516 preset_field_type ~ preset_fields[60]; ~ 240 ~ 5668 short ~ wall_1_sheet, wall_1_height; ~ 4 ~ 5908 short ~ wall_2_sheet, wall_2_height ~ 4 ~ 5912 short ~ cliff_sheet; ~ 2 ~ 5916 short ~ beam_type; ~ 2 ~ 5918 short ~ environmental_sound; ~ 2 ~ 5920 short ~ is_on_surface; ~ 2 ~ 5922 short ~ town_kill_day; ~ 2 ~ 5924 short ~ town_linked_event; ~ 2 ~ 5926 short ~ external_floor_type; ~ 2 ~ 5928 short ~ monster_respawn_chance; ~ 2 ~ 5930 char ~ town_script[14]; ~ 14 ~ 5932 in_town_on_ter_script_type ~ ter_scripts[100]; ~ 3800 ~ 5946 macRECT ~ room_rect[16]; ~ 128 ~ 9746 char ~ info_rect_text[16][30]; ~ 480 ~ 9874 creature_start_type ~ creatures[80]; ~ 5920 ~ 10354 short ~ extra[20]; ~ 40 ~ 16274 location ~ waypoints[10]; ~ 20 ~ 16314 short ~ exit_specs[4]; ~ 8 ~ 16334 short ~ spec_on_entry; ~ 2 ~ 16342 short ~ spec_on_entry_if_dead; ~ 2 ~ 16344 Size of Big_tr_type Size of Big_tr_type ~ = 20480; short ~ terrain[64][64]; ~ 8192 ~ 0 unsigned char ~ floor[64][64]; ~ 4096 ~ 8192 unsigned char ~ height[64][64]; ~ 4096 ~ 12288 unsigned char ~ lighting[64][64]; ~ 4096 ~ 16384 Size of Ave_tr_type Size of Ave_tr_type ~ = 11520; ~ ~ short ~ terrain[48][48]; ~ 4608 ~ 0 unsigned char ~ floor[48][48]; ~ 2304 ~ 4608 unsigned char ~ height[48][48]; ~ 2304 ~ 6912 unsigned char ~ lighting[48][48]; ~ 2304 ~ 9216 Size of Tiny_tr_type Size of Tiny_tr_type ~ = 5120; ~ ~ short ~ terrain[32][32]; ~ 2048 ~ 0 unsigned char ~ floor[32][32]; ~ 1024 ~ 2048 unsigned char ~ height[32][32]; ~ 1024 ~ 3072 unsigned char ~ lighting[32][32]; ~ 1024 ~ 4096 Town records have three different possible sizes. Size of Town_record_type = ~ 16346 Size of Big_tr_type = ~ 16346 ~+ ~ 20480 ~=~ 36826 Size of Ave_tr_type = ~ 16346 ~+ ~ 11520 ~=~ 27866 Size of Tiny_tr_type = ~ 16346 ~+ ~ 5120 ~=~ 21466 [ Tuesday, January 29, 2008 15:50: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Windows 3D editor ate my scenario! in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Tuesday, January 29 2008 15:03
Profile
I have had no luck compiling anything on Dev-C++, using Windows XP, how do you do it? I have worked it out, but what this forum needs is an easy way to attach a file to a post. Ironworks Forum has this ability. It also needs the ability to insert tab stops into posts, tabs or tables. The numbering of hex addresses below starts at 0 not 1. There are four columns, type of character, its description, how many spaces it occupies and where it starts. unsigned char flag1, flag2, flag3, flag4; 4 0 unsigned char ver[3]; 3 4 unsigned char min_run_ver; 1 7 unsigned char prog_make_ver[3]; 3 8 unsigned char num_towns; 1 11 short out_width, out_height; 4 12 short min_level, max_level; 4 16 short rating; 2 20 char scen_name[50]; 50 22 short scen_label_pic; 2 72 char scen_desc[256]; 256 74 char credits_text[2][256]; 512 330 char comments_text[2][256]; 512 842 short intro_pic_resources[3]; 6 1354 char intro_text[3][6][256]; 4608 1360 unsigned char town_size[200]; 200 5968 unsigned char town_starts_hidden[200]; 200 6168 short start_in_what_town; 2 6368 location what_start_loc_in_town; 2 6370 location what_outdoor_section_start_in; 2 6372 location start_where_in_outdoor_section; 2 6374 short town_to_add_to[10]; 20 6376 short flag_to_add_to_town[10][2]; 40 6396 boat_record_type scen_boats[30]; 300 6436 horse_record_type scen_horses[30]; 300 6736 item_storage_shortcut_type storage_shortcuts[10]; 440 7036 location last_out_edited; 2 7476 short last_town_edited; 2 7478 The same table, this time with an attempt to identify columns with tildes. unsigned char ~ flag1, flag2, flag3, flag4; ~ 4 ~ 0 unsigned char ~ ver[3]; ~ 3 ~ 4 unsigned char ~ min_run_ver; ~ 1 ~ 7 unsigned char ~ prog_make_ver[3]; ~ 3 ~ 8 unsigned char ~ num_towns; ~ 1 ~ 11 short ~ out_width, out_height; ~ 4 ~ 12 short ~ min_level, max_level; ~ 4 ~ 16 short ~ rating; ~ 2 ~ 20 char ~ scen_name[50]; ~ 50 ~ 22 short ~ scen_label_pic; ~ 2 ~ 72 char ~ scen_desc[256]; ~ 256 ~ 74 char ~ credits_text[2][256]; ~ 512 ~ 330 char ~ comments_text[2][256]; ~ 512 ~ 842 short ~ intro_pic_resources[3]; ~ 6 ~ 1354 char ~ intro_text[3][6][256]; ~ 4608 ~ 1360 unsigned char ~ town_size[200]; ~ 200 ~ 5968 unsigned char ~ town_starts_hidden[200]; ~ 200 ~ 6168 short ~ start_in_what_town; ~ 2 ~ 6368 location ~ what_start_loc_in_town; ~ 2 ~ 6370 location ~ what_outdoor_section_start_in; ~ 2 ~ 6372 location ~ start_where_in_outdoor_section; ~ 2 ~ 6374 short ~ town_to_add_to[10]; ~ 20 ~ 6376 short ~ flag_to_add_to_town[10][2]; ~ 40 ~ 6396 boat_record_type ~ scen_boats[30]; ~ 300 ~ 6436 horse_record_type ~ scen_horses[30]; ~ 300 ~ 6736 item_storage_shortcut_type ~ storage_shortcuts[10]; ~ 440 ~ 7036 location ~ last_out_edited; ~ 2 ~ 7476 short ~ last_town_edited; ~ 2 ~ 7478 [ Tuesday, January 29, 2008 15:16: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
E3, somewhere around Libras in The Exile Trilogy | |
Shock Trooper
Member # 7662
|
written Monday, January 28 2008 22:07
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Possibly a mistake, possibly Jeff didn't expect anyone to penetrate that far into a hostile encampment. If they did they would obviously need a place to rest up after a lot of heavy fighting. Has anyone actually fought their way into this camp? I guess that Kriszan would not be hostile even after you fight the soldiers in the Empire Camp. Posts: 292 | Registered: Monday, November 13 2006 08:00 |