Profile for Ishad Nha

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PC Editor: Item Problems in Blades of Exile
Shock Trooper
Member # 7662
Profile #0
I am currently compiling a list of the known problems with items coming from the Character Editor.

Aescal's Ring has zero charges so it has a basically infinite number of charges.

Smoky Crystal: is currently a type 0 object. This can be fixed in the MS-Dos Edit command: line 5066, column 51 needs a character with Value = 21. Thus hit Control + P, then Control + U and then delete the original V = 0. Check against certain types of errors: type Home and then type End, you should see Line:5066 Col:71 Value:32

The following observations come from studying the source code:

Zero ability - strength items
208: Alabaster Lizard, 237: Crystal Shield, 238: Iceshield, 242: Shield of Klud, 283: Wand of Venom, 284: Wand of Fireballs, 285: Wand of Flame, 286: Wand of Carrunos, 287: Wand of Slow, 288: Wand of Death, 289: Wand of Charming, 290: Wand of Nullity, 292: Wand of Rats, 299: Gold Serpent Ring, 306: Silver Serpent Ring, 313: Bronze Serpent Ring,

Wrong Graphics
118: Leather Sling, 119: Magic Sling, 176: Ruby , 177: Sapphire, (Smoky Crystal?)

Alchemy ingredients have a zero Type Flag.

(Power Geode and Firestone are non - use objects, they still seem to work anyway).

Shielding Crystal and Shield of Klud have the wrong Special Abilities.

I can tell people how to correct these problems, but it would be a bit long and technical for a post in this forum.

[ Friday, August 31, 2007 04:33: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 7662
Profile #54
The list of items contains a few errors, it seems especially flawed in the area of item graphics. When the program is opened in the MS-Dos Edit command the list of items starts on line 4,910 column 51 and goes through to line 5,254 column 20. (This is based on the default line length of 70 characters.)

When line length = 65, the lists start on line 5,288 column 26 and go through to line 5,658 column 25. Each entry starts in column 26 of the relevant line.

The item records are contained in “Itemdata.h”, while lines 119 thru 127 of “Global.h” contain the definitions. (Here I am referring to the official Spiderweb source code.)

One of the source files adds 20 to the picture number, for certain pictures.

Not only does the Character Editor contain errors, it also uses different ways of storing item information, compared to the Scenario Editor.

Now that the Editors are open source you can correct errors in the Edit command. Aescal's ring has 0 charges in the Character Editor for example.
Posts: 292 | Registered: Monday, November 13 2006 08:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 7662
Profile #50
The Character Editor not only has no provision for custom items, it has quite a few errors in its listing of item characteristics. One key problem is found in the icons, a sapphire has the icon of a mug... Short of re - compiling the program, the only obvious solution is to use the Scenario Editor. Create a new blank town and leave the desired items lying around. Then the party enters the town and can pick up the required items.

Also it could do with provision for setting sdfs and giving special items.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Selkiehome Pelt Problem in Nethergate
Shock Trooper
Member # 7662
Profile #3
The literal wording from t18Under Hagf.txt is:
"This box contains a bundle of about a dozen mangy, smelly, poorly cured pelts. You doubt you could get more than a few coppers for them in any decent market. The fur itself is short, brown, soft, and occasionally matted with blood."
(This file is found in the Shared Data folder.)
Posts: 292 | Registered: Monday, November 13 2006 08:00
Horrible graphics corruption in OBoE in Blades of Exile
Shock Trooper
Member # 7662
Profile #1
In one word No. I can't get anything to compile. On Bloodshed Dev-C++ I got hit with 31 errors and there was no output file. (I was using the official Spiderweb source code, the only one I know of.)

The problem with the Character Editor is that the items given are based upon a default scenario, when most scenarios have a few or a lot of customized items. Itemdata.h contains the list used.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Possible Improvements in Nethergate
Shock Trooper
Member # 7662
Profile #4
The problem with the hotkeys assigned to spells is that they change with circumstances, according to whether a spell can be cast or not. So Healing is 'C' in combat and 'D' otherwise. I keep casting the redundant spell Alertness on my characters after a fight instead of Healing.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Possible Improvements in Nethergate
Shock Trooper
Member # 7662
Profile #0
Nethergate: Resurrection is a good game which could do with a few improvements:
· Customized inventory screen portraits for each PC, these have always been found in the Avernum games.
· Annwn Battlefield automap is all green, unlike the actual terrain.
· Hot keys for spells could be based upon Geneforge, one screen each for Healing, War, Craft, Beast and Spirit. Another command would bring up a list of all known spells, capital letters would be needed to provide enough hot keys.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Compiling BoE source code for Windows in Blades of Exile
Shock Trooper
Member # 7662
Profile #43
I simply rename the custom graphics sheet along with the scenario, it is the only solution. I am playing Shadow of the Stranger, or I was until I downloaded Nethergate: Resurrection, I renamed the scenario to "Stealth.exs" and the custom graphics to "Stealth.bmp".

I have only rarely been able to access the custom scenarios. Examining the source code might show the problem, but it can only be fixed by re - compiling the program.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Compiling Open Source Editor in Blades of Exile
Shock Trooper
Member # 7662
Profile #0
I initially could not compile the Open Source Editor on Dev-C++, I got the following error:
427 dlogtool.cpp
implicit declaration of function `int atoi(...)'
The error was corrected by adding this to the
start of dlogtool.cpp:
#include "stdlib.h"

So far so good, but then I could not get the linking to work. Can anyone tell me what is an undefined reference and how can I correct it?
There are a few problems with the Editor that I would like to correct.

Linking Errors reported were as follows:
c:\dev-c++\examples\blades of exile source
code\blscened.o(.text+0x350):blscened.cpp: undefined reference to
`load_sounds(void)'
c:\dev-c++\examples\blades of exile source
code\blscened.o(.text+0x22f7):blscened.cpp: undefined reference to
`play_sound(short)'
c:\dev-c++\examples\blades of exile source
code\dlogtool.o(.text+0x949):dlogtool.cpp: undefined reference to
`play_sound(short)'
c:\dev-c++\examples\blades of exile source
code\dlogtool.o(.text+0x440d):dlogtool.cpp: undefined reference to
`play_sound(short)'
c:\dev-c++\examples\blades of exile source
code\dlogtool.o(.text+0x4771):dlogtool.cpp: undefined reference to
`play_sound(short)'
c:\dev-c++\examples\blades of exile source
code\graphics.o(.text+0x606):graphics.cpp: undefined reference to
`play_sound(short)'
c:\dev-c++\examples\blades of exile source
code\graphutl.o(.text+0xed6):graphutl.cpp: more undefined references to
`play_sound(short)' follow
Posts: 292 | Registered: Monday, November 13 2006 08:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 7662
Profile #47
In the Scenario Editor the "zoom - out" part of Change View uses icons from Mixed.bmp. Thus there is no provision for terrain with custom graphics to have icons when the view is zoomed out. So custom graphics are then replaced by black squares.

Ditto when you look at an Edit Terrain Type screen the custom graphics are replaced by black squares once again.
Posts: 292 | Registered: Monday, November 13 2006 08:00
3D Editor Porting Crash in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #2
(The original post in this topic now has a normal width, because I edited it and put a whole lot of Enters into the code from the "appcompat.txt".)

The answer to that is quite simple: that is what I am already doing, but it is a bit inconvenient. Porting is much easier if you can customize the process, currently that requires the ability to compile the Editor yourself. If there is one thing worse than compiling the 3D Editor on Windows programs like Dev-C++, it is trying to compile the official 2-D Editor.

You really need the ability to compile the Editor because the porting process, as decreed in the source file Bl A Fileio.c, is based upon an Exile scenario with no custom items, terrain or monsters.

[ Tuesday, August 14, 2007 17:29: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
3D Editor Porting Crash in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #0
During my attempts to port an Exile scenario the Windows 3D Editor infallibly crashes to the Desktop. Not only does the program crash but it also produces a 0Kb bas file. While the official Spiderweb Editor always produces a correctly ported file.

Exception Information
Code: 0xc0000005
Flags: 0x00000000
Record: 0x000000000000000000000
Address: 0x00000000004068a0

Discretely removing the "####_appcompat.txt" file from my Local Settings/Temp folder, before it is sent off to Microsoft (to no effect) yields the following information:
<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="BoA3DEditor.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="BoA3DEditor.exe" SIZE="677259" CHECKSUM="0x83BFAAC2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xABF4F" LINKER_VERSION="0x10000" LINK_DATE="06/14/2005 20:52:11" UPTO_LINK_DATE="06/14/2005 20:52:11" />
<MATCHING_FILE NAME="mingwm10.dll" SIZE="15960" CHECKSUM="0xF7234415" MODULE_TYPE="WIN32" PE_CHECKSUM="0xEEF2" LINKER_VERSION="0x10000" LINK_DATE="01/13/2005 20:14:23" UPTO_LINK_DATE="01/13/2005 20:14:23" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="984576" CHECKSUM="0xF0B331F6" BIN_FILE_VERSION="5.1.2600.3119" BIN_PRODUCT_VERSION="5.1.2600.3119" PRODUCT_VERSION="5.1.2600.3119" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3119 (xpsp_sp2_gdr.070416-1301)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF9293" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3119" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3119" LINK_DATE="04/16/2007 15:52:53" UPTO_LINK_DATE="04/16/2007 15:52:53" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
Any idea what the problem is?
Posts: 292 | Registered: Monday, November 13 2006 08:00
A3 Mystery Island in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #26
Hex editing is the most inefficient possible way of doing anything nefarious, that is it. Most Spiderweb games can't be cracked by hex - editing unless you have the source code or a LOT of skill in programming. Other ways are superior to hex - editing in every respect.
Posts: 292 | Registered: Monday, November 13 2006 08:00
A3 Mystery Island in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #18
No, I have now lost the ability to fly in the area concerned. I hex - edited line 67 of the save game file to get my low - level party down to the Vahnatai caves ASAP. (Yes, hex editing is legal basically.) Low level party that had not done much in the game.) Then I returned to the upper, Exile, caves. On my next trip to the Spore Tunnels I found that I could not fly in the area at all. Not too sure what caused this change. Only part of the outdoor section loading properly when I hex edited?
Posts: 292 | Registered: Monday, November 13 2006 08:00
Compiling the Editor on Windows in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #4
Kelandon’s site has the Comprehensive BoA Links page, towards the end of it you will find the BoA Editor Re-Make Project entry, with a link to the relevant area on the Sourceforge site. The source code is found at this address:
http://sourceforge.net/project/showfiles.php?group_id=129871

I am of course attempting to use the Windows code, I think there was only one version of it ever released.

Now the Editor was developed by a group under Kernel Knowledge, he said he uses KDevelop, which I think is a Linux program. There may be a few language – dependent things in the code.

I will now have to try out the suggestions you made, so far not a lot of luck.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Compiling the Editor on Windows in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #2
I am using ver 4 Bloodshed Dev C++ on Windows XP.

Actually there were 31 errors, the ones listed below were reported in the message window. For brevity's sake I omitted most of the "warning: `#pragma once' is obsolete" messages. I just add the cpp and h files then try to compile.

In file included from c:\program files\blades of avernum\blades
editor\win3dreleasesource\source\townout.cpp:1:
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\stdafx.h:3: warning: `#pragma once' is obsolete

c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a editor.cpp:280: ANSI C++ forbids implicit conversion from `void *' in argument passing

In file included from c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp:26:
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp: In function `bool init_directories_with_user_input(char *)':
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp:412: warning: NULL used in arithmetic
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp: In function `void port_boe_out_data()':
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp:2208: warning: comparison is always true due to limited range of data type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp: In function `void clean_str(char *)':
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp:4595: implicit declaration of function `int isalpha(...)'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\bl a fileio.cpp:4595: implicit declaration of function `int isdigit(...)'
In file included from c:\program files\blades of avernum\blades editor\win3dreleasesource\source\cmemstream.cpp:1:
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\StdAfx.h:3: warning: `#pragma once' is obsolete
In file included from c:\program files\blades of avernum\blades editor\win3dreleasesource\source\cmemstream.cpp:2:
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:238: ANSI C++ forbids declaration `INT_PTR' with no type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:238: warning: `__stdcall__' attribute directive ignored
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:238: parse error before `('
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp: In function `short int cd_create_dialog(short int, HWND__ *)':
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:619: `dummy_dialog_proc' undeclared (first use this function)
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:619: (Each undeclared identifier is reported only once
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:619: for each function it appears in.)
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp: At top level:
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:645: ANSI C++ forbids declaration `INT_PTR' with no type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:645: warning: `__stdcall__' attribute directive ignored
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:645: redefinition of `int INT_PTR'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:238: `int INT_PTR' previously declared here
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:645: parse error before `('
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:656: ANSI C++ forbids declaration `free_slot' with no type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:659: parse error before `switch'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:664: ANSI C++ forbids declaration `dlgs' with no type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:664: variable-size type declared outside of any function
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:664: conflicting types for `int dlgs[2]'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:85: previous declaration as `struct HWND__ * dlgs[15]'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:675: invalid initializer
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:677: parse error before `for'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:677: parse error before `;'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:677: syntax error before `++'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:680: ANSI C++ forbids declaration `str_offset' with no type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:680: conflicting types for `int str_offset'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:652: previous declaration as `short int str_offset'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:681: ANSI C++ forbids declaration `dlg_highest_item' with no type
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:681: variable-size type declared outside of any function
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:681: conflicting types for `int dlg_highest_item[2]'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:87: previous declaration as `short int dlg_highest_item[15]'
c:\program files\blades of avernum\blades editor\win3dreleasesource\source\dlogtool.cpp:681: `i' was not declared in this scope
c:\program files\blades of avernum\blades
Posts: 292 | Registered: Monday, November 13 2006 08:00
Compiling the Editor on Windows in Blades of Avernum Editor
Shock Trooper
Member # 7662
Profile #0
Does anyone know how to compile the 3D Editor source code on Windows? I have the Dev C++ compiler and I can't compile because I keep getting errors, only about 11 of them. (Which is a lot lot less than trying to compile the official BoA Editor.)

I am starting to port the Exile classic "Shadow of the Stranger", and I need to handle the dead zone of terrain types 122:169, the zone where the editor assigns the terrain translations. (Here I can't just hex - edit the editor's translation tables.)
Posts: 292 | Registered: Monday, November 13 2006 08:00
I lost the orb of Thralni =/ in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #5
The only thing I can think of is: trying to use the Add Special Item instead of Give an Item. The latter is the correct command to use. I tried it on my copy of Avernum 3 and the numbers 378, 490 were correct.
Posts: 292 | Registered: Monday, November 13 2006 08:00
A3 Mystery Island in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #16
I don't know what is happening here! On both versions of Exile 2 that I have there is no problem in this area. How unlike a lot of the areas in the Chasm Tunnels north of Mancuso.

If the game had any problems with the registration you would not be able to use the Orb at all. Presumably there must be a problem with the outdoor.dat file.
Posts: 292 | Registered: Monday, November 13 2006 08:00
A3 Mystery Island in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #14
It is possible to just reach it, if you use diagonal movement. This is possible when flying unlike Exile boating. You will have no rounds of flight left when you land but you will reach it.
Posts: 292 | Registered: Monday, November 13 2006 08:00
A3 Mystery Island in The Avernum Trilogy
Shock Trooper
Member # 7662
Profile #10
In Avernum 2 there is a dead guy that lies in a bit of land to the east of the Headwaters that lie at the end of the river that lies east of the old (Exile 1) Lair of Pyrog. I can find no way to reach this area at all, there is no Flight spell and the Orb lacks the range needed. As I understand this is due to faulty porting on Jeff’s part, in Exile 2 it can be reached quite easily if you have the Orb of Thralni. Of course you had to start from outside the Moldy Cave and island – hop but it was easy enough.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Porting between Mac and Windows in Blades of Avernum
Shock Trooper
Member # 7662
Profile #0
When porting a scenario from PC to Mac or vice versa, as I understand the situation:

Scripts are equally useful on both PCs and Macs, ditto bas files. As a consequence you can read the scenario data script on both computer types.

Rich text format files may be a problem; they are used for ReadMe files. Should there be a problem there is something called Word for Macintosh. If all else fails they can be replaced by ordinary text files.

Compression needs to be addressed. Going from PC to Mac there is a Windows version of Stuffit, it produces “Stuff – itX” (.sitx) files. To open such files recipients will need the (free) program Stuffit Expander, available in both Mac and Windows formats: http://www.stuffit.com/expander

Custom graphics are the problem. Is there a Windows program, preferably free, that converts bitmaps into cmg files? Returning the favor, is there a Mac program that converts cmg into bmp?

If not, the only alternative here is to avoid custom graphics altogether, ouch. Unless you can use the graphics in an already ported scenario, this would require the player to download the relevant scenario and copy the graphics into the folder of the graphic – less scenario.
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Port in Blades of Avernum
Shock Trooper
Member # 7662
Profile #18
I have the zip version uploaded to my site but I can't make the link, from the first entry of this topic work.

As for Shadow of the Stranger, I was able to use Hexplorer to translate all the item, terrain and monster data into Excel spreadsheets. The real problem here is that the items are in a custom order which will take some time to unravel and translate.
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Port in Blades of Avernum
Shock Trooper
Member # 7662
Profile #15
The posts in this topic strongly suggest that you really must release your scenarios in both Mac and Windows formats. What I can’t find is any advice on how you actually go about doing this.

We have twenty articles in the Online Articles section; none seem to cover this question. Ditto Jeff gives advice on how to release your scenario but does not cover this question either. Sounds like we need a standing article on what is involved here. What programs to use and so on. I imagine that the scripts are plain text and should be okay in either format, which leaves the bas files and custom graphics. Are the bas files different for each format, if so how do all the authors come up with both formats for their scenarios? I don't think they have two computers (one PC and one Mac) each.

Then the thing has to be put into sit/stuffit or zip format.
Posts: 292 | Registered: Monday, November 13 2006 08:00
River and Leaf Port in Blades of Avernum
Shock Trooper
Member # 7662
Profile #9
I like 7zip because it compresses better (700Kb v 985Kb). But above all else, it enables the decompression of "rar" files, as used for the new Blades of Exile source code, game and scenario editor.

I will have to come up with a zip version this weekend.

Mac, I know nothing about them, I have possibly never used one ever. I understand that due to the relative market shares: any Windows program can run on a Mac, whereas the reverse is usually not true.

Ritual of Sanctification: this is given to the party by a special encounter, early in the game.
Posts: 292 | Registered: Monday, November 13 2006 08:00

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