Profile for Ishad Nha

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Xian Chain Mail in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #5
For masochists, Drakefyre's site reports that the Editor numbers are:
414 Xian Skull
415 Xian Coins
416 Xian Vest
417 Xian Slacks
418 Xian Rock
419 Xian Ale
420 Xian Shrub
421 Xian Tome
422 Xian Chainmail
423 Xian Pouch

The Chainmail has an "Inherent Ability", I dread to think what that is.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #11
It is good that the error has been identified. Unfortunately the Windows 3D Editor source code can't be compiled, except possibly on the Linux program KDevelop. So it is not currently possible to write a corrected Windows 3D Editor.

Adding extra outdoor sections is easy in a hex editor, figure out where you want them to go and just start pasting them in.

Edit: the scenario part of the bas file occupies the first 7,480 places. Assuming that the hexadecimal address of the first place is 0, the first outdoor sections starts at hex address 1D38.

[ Monday, January 28, 2008 21:55: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Xian Chain Mail in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #3
The Xian items are all junk as I recall. They may do this or that but there is always a negative effect which outweighs any possible benefit. The Xian Chainmail weighs 45lb but has no apparent encumbrance and it blocks 1-40 + 6 damage. So far so good, then what is wrong with it?

In between Drakefyre's list of Avernum 3 items and the Character Editor you can examine any item at all.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #9
The size of the sections (scenario, outdoor, town) must be okay, otherwise the editor would wreck a scenario every time that anything was done. So I can only imagine that the fault is in the increase/decrease outdoor function itself. It must be something else if it can cause such weird effects.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #6
As for the apparent success of me increasing the outdoors of A Visit to the Madhouse: there is no terrain in the Honeycomb outdoor map. I have not spot - checked the scenario as a whole there may be other errors.

Here is my understanding of the first part of a bas file, the numbers on the right are the number of places occupied by the contents of each line.
unsigned char flag1, flag2, flag3, flag4; 4
// for mac, flags are 97 215 7 33
// for win, flags are 199 61 2 53
unsigned char ver[3]; 3
unsigned char min_run_ver; 1
unsigned char prog_make_ver[3]; 3
unsigned char num_towns; 1
short out_width, out_height; 4
short min_level, max_level; 4
short rating; 2

Line 107, 57-58: last outdoor section edited.
Line 107, 59-60: last town edited.
Here ends the fixed scenario entries, now the first or only outdoor section should start.

These figures assume that there are 70 ASCII characters per line.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Windows 3D editor ate my scenario! in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #4
The Windows 3D Editor crashes totally during attempts to port BoE scenarios, it produces a 0Kb bas file.

It also crashes when you attempt to alter the outdoor sections. The good news is that it may actually make the intended alteration before crashing. Basically there are two other ways to alter the outdoor size of a scenario. The first is to make a new scenario with the desired outdoor dimensions, then import every outdoor zone and every town into it. The other is hex-editing, I have decrypted the bas file using the source code for the editor.
(Edit: I tried increasing the size of the outdoors on "A Visit to the Madhouse" and it didn't crash. Why didn't it crash?!)

Enraged Slith produced a fascinating graphic there, I don't know what it was intended to look like so I can't figure out what went wrong. Maybe the program inserted too many characters so the town records are starting on the wrong line.

[ Sunday, January 27, 2008 20:01: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Special spells in Exodus in Blades of Avernum
Shock Trooper
Member # 7662
Profile #6
I seem to recall that spawning copies of the slimes then hasting them with Major Haste was effective. I am on Windows so there was no problem there.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Exile 2 - disease in The Exile Trilogy
Shock Trooper
Member # 7662
Profile #4
In Blades of Exile there are items with negative effects that are supposed to also have the Conceal Ability property too, thus an Identify spell won't reveal that the item is cursed or dangerous. (It seems that in actual practice the Conceal Ability property does not work...)
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Message in Blades of Avernum
Shock Trooper
Member # 7662
Profile #2
Spoiler, check for walls vulnerable to Move Mountains.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Can't install custom scenarios in Blades of Exile
Shock Trooper
Member # 7662
Profile #6
In the original Blades of Exile the only scenario that you could select was Valley of Dying Things, until you had registered the game. The Stealth method works for me, not too sure why it does not work on other computers, I am using the Ormus BoE package.
Posts: 292 | Registered: Monday, November 13 2006 08:00
E3, somewhere around Libras in The Exile Trilogy
Shock Trooper
Member # 7662
Profile #5
You can open the outdoor.dat file in the MS-Dos Edit command and examine it, that should show you what is actually there. When line width is 48, the relevant outdoor zone starts at line 5,233.

I forget if the spell True Sight works outdoors. (No, it does not.) I take it that you are referring to x = 307, y = 417 and x = 308, y = 417. The coordinates were returned by the Location spell.

[ Wednesday, January 23, 2008 23:00: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Strength 0 in MoC in Blades of Avernum
Shock Trooper
Member # 7662
Profile #2
Now the training is easy to explain, if this is town 18 that we are discussing then it is affected by the call: "turn_off_training(1);", which makes training impossible anywhere in the town. However there is also an exception made to this: when you enter the room. This is then countermanded when you leave the room. Then the Start State has this call too!? So the training works in the way that it is meant to.

The Start State is activated every round, if you received a message like this "A strange hissing fills your ears. You feel very bad.", your party had just been enfeebled.

[ Monday, January 21, 2008 22:11: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Graphics for MAC in Blades of Avernum
Shock Trooper
Member # 7662
Profile #6
The only good thing about the BoA graphics situation is that the scenario data script never mentions the type of graphic (bmp or cmg). Hence it can be the same for both Mac and Windows. As I am on a Windows machine I can't even look at the problem affecting River and Leaf.

Perhaps we should ask Jeff to make a quick patch for the Mac version so that it will accept either cmg or bmp, whichever is available. (If both are available it can give priority to bmp.)

In the latest version of River and Leaf there are 57 graphics sheets, I really went to town.
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Graphics for MAC in Blades of Avernum
Shock Trooper
Member # 7662
Profile #1
The original port was done for Windows, someone else made the Mac translation. Are you on Windows or Mac? Currently the Mac graphics, cmg files, cannot even exist on a Windows machine!?
Posts: 292 | Registered: Monday, November 13 2006 08:00
Teleportation in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #4
The call "move to new town" is very finicky, you must walk into a placed special encounter rectangle.

I have written posts in the Codex about the use of Teleport spells in BoA. You may find inspiration there if you get ambitious.

If your teleport moves the party to a town in a different outdoor section, you will need to use change outdoor location in the town's Exit State. Otherwise the party will exit the town and still be in the original out zone.
Posts: 292 | Registered: Monday, November 13 2006 08:00
50 New Dialog Pics in Blades of Avernum
Shock Trooper
Member # 7662
Profile #4
The call "move to new town" is very finicky, you must walk into a placed special encounter rectangle.

I have written posts in the Codex about the use of Teleport spells in BoA. You may find inspiration there if you get ambitious.

If your teleport moves the party to a town in a different outdoor section, you will need to use change outdoor location in the town's Exit State. Otherwise the party will exit the town and still be in the original out zone.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Irksome Mishap in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #8
It is not due to having two doors open at once is it? I once noticed such an error in a scenario but I can't figure how I fixed it. The conclusion I came to, rightly or wrongly, was that having two doors open at once lead to PCs being able to ignore the blocked property.

[ Thursday, January 03, 2008 01:51: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Where's Kharto? in Nethergate
Shock Trooper
Member # 7662
Profile #4
In Blades of Avernum it would work "123, (Enter), 4, (Enter), 0, (Enter)". I have not tried Nethergate myself.
Posts: 292 | Registered: Monday, November 13 2006 08:00
BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #45
Back to the Sliths, in Avernum 3 the Sliths in New Formello were suffering badly from the cold as I recall. They had resistance to fire but not cold.
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Graphics for MAC in Blades of Avernum
Shock Trooper
Member # 7662
Profile #3
Ephesos, the unprintable filth "cmg" graphics can't even exist on my Windows computer! That is bizarre, unless you have a Mac you can't do the conversions at all.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Where's Kharto? in Nethergate
Shock Trooper
Member # 7662
Profile #2
From the file o34Southeaste.txt found in Data > Shared Data:

beginstate 22;
if (get_flag(123,4) >= 1)
set_state_continue(23);
set_state_continue(24);
break;

beginstate 23;
message_dialog("The goblin village remains much as
you left it: burned and ruined. Fine work.","");
break;

beginstate 24;
reset_dialog();
add_dialog_str(0,"Nestled in a hollow between
these grassy hills, you find a small, peaceful
village. The inhabitants are struggling

........................
break;


[ Saturday, December 29, 2007 20:01: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Graphics for MAC in Blades of Avernum
Shock Trooper
Member # 7662
Profile #1
I didn't port the graphics so I have no idea what has happened. It sounds like yet another reason to switch Mac graphics to some more sensible format like bitmap. I won't even be able to examine the graphics on my Windows XP computer.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Code Help Please in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #4
I would put all statements in the first line inside their own pair of brackets.

As for adding a character, it uses the Character ID (which can be up to 30,000?)not the town number (which is always in the range 6 thru 80)
Posts: 292 | Registered: Monday, November 13 2006 08:00
OMG... HELP!!! in The Exile Trilogy
Shock Trooper
Member # 7662
Profile #2
If there is still a problem try the Compatibility function, right click the program when in Windows Explorer. If that does not work, post in the Tech Support forum, you will reach a wider cross - section of readers with a wider selection of knowledge.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Conveyor belt in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #7
Looking at the 3D source file Global.h around line 65 gives all of the limits, this agrees with Editor help file. In particular, you can only place eighty monsters, the other 34 slots are reserved for summonings.

Edit: as it so happens the Blazing Blades produced good conveyor belt graphics.

[ Monday, December 17, 2007 14:43: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00

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