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written Tuesday, May 13 2008 09:16Profile#2
That would be tough... This appears to happen with every CPP file.
There has to be something wrong here. It compiles in GCC under Windows, compiling with winelib shouldn't be so different...Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Monday, May 12 2008 17:30Profile#17
And another, more serious bug: killing the party triggers the quit/restart/restore dialog every time - preventing a scenario from killing and resurrecting PCs.
(Try, for instance, The Shadow of the Stranger. When the Stranger "kills" you, getting rid of all your items, the party dies and the death-of-party dialog is triggered.)Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Monday, May 12 2008 11:28Profile#15
N/M, that seems to be the result of running things with wine directly instead of using the prescribed .desktop file.
Edit: Alright, *here* is an actual bug: damage numbers don't show up in visual damage splashes, only in the message window. Not show-stopping but kind of annoying.
(Other than that, though, this is great... It feels faster than the old BoE too. Although, I'm still kind of waiting for it to crash unexpectedly on me. ;) )
[ Monday, May 12, 2008 11:51: Message edited by: Miramor ]Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Monday, May 12 2008 09:31Profile#14
Very nice of you, Ormus... :)
Unfortunately there are still some graphics problems. Check out these screenshots of the game, the PC editor, and the scenario editor, respectively:
As you can see... There isn't really a lot to see.
I am using Wine to run it though, so this could just be Wine being crap. Is anyone else getting this at high resolutions, or just getting it for unknown reasons?Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Friday, May 9 2008 18:45Profile#9
Hmmm. Is it possible to edit things like e.g. PCs' intrinsic speed?
(I just had an amusing thought involving an entirely naked god party...)
On a more serious note, I've wished for a while to introduce stat boosting/draining potions to BoE, and wholeheartedly approve of anything that might further that goal.
[ Friday, May 09, 2008 18:50: Message edited by: Miramor ]Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Wednesday, May 7 2008 07:57Profile#2
What about a singleton character for An Apology? Priest skills, to use Wound on the runes?
(Although melee is stupid-powerful at high levels, I find it pretty inadequate at low levels, at least without some hasting and blessing to back it up.)
[ Wednesday, May 07, 2008 07:58: Message edited by: Miramor ]Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Tuesday, May 6 2008 19:08Profile#0
I'm interested in starting up a singleton from the beginning (and perhaps using him to play through Alcritas' scenarios). What sort of stat allocation should I start with?
I figured 4 each for Strength, Dexterity, and Intelligence, and 3 for Mage and Priest, would work well to start with, but I just noticed that Magery has its own low-level blessing spell ("Strength"). What have you guys found to be the most effective skill layout for a beginning singleton?Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Thursday, January 24 2008 16:09Profile#3
I'm not sure but it looks like his problem is the refresh bug... The screen only redraws when and where a) you drag something over it or b) some event happens in the game, and everything else is black or doesn't change.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Wednesday, January 16 2008 21:11Profile#45
He's using WxWidgets to make a cross-platform version of OBoE - since WxWidgets uses different (compatible) code on various platforms, OBoE-cross32 can use the same code everywhere.
That's how I think it works anyway. :DPosts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Wednesday, January 16 2008 12:07Profile#43
quote:Originally written by Thuryl:
quote:Originally written by Celtic Minstrel:
Can you be more specific? It sounds like you're advocating an increase in the maximum possible value allowed in the various fields for Items and Monsters.
That's correct. 2500 HP is usually enough for anybody, but a maximum of 40 Skill isn't nearly enough: by blessing enough, it's possible to make sure that even monsters with 40 Skill will almost always miss the PCs.
Bingo.
[SPOILERS FOLLOW]
The best example of this I can think of is Barcoorah's Revenge - it contained monsters that had very high skill levels but were not magic-immune, which made for interesting battles that required some thought on what spells to use. Also, it made the endboss comparatively nastier, since it was magic-immune.
[/SPOILERS]
I would go so far as to say that this should be a rule of thumb for scenario design - only very powerful or very strange monsters should have full magic immunity. It would help a lot of scenarios avoid hackfest moments, and give players a nasty shock when they finally did find something they couldn't use curses on. The problem is, without the limits on the Editor being raised, this wouldn't be applicable to high-level scenarios.
[ Wednesday, January 16, 2008 12:09: Message edited by: Miramor ]Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Monday, January 14 2008 17:51Profile#36
Hey, just another suggestion I thought of... It might be good to increase some of the limits on the scenario editor, a la the infamous "super editor". I realize that such functionality won't (and shouldn't) often be used; but in order to create tough monsters that aren't immune to everything, you have to give them skill levels well above the range possible with the unmodified editor.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Tuesday, January 1 2008 13:07Profile#18
Exile, no contest. The Avernum games have tiny, horribly ugly PC and monster graphics, and the isometric view plays havoc with keyboard users' heads. It's not so much a matter of the technical aspects of one or the other being bad, as of one being very unfriendly to the player.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Tuesday, December 25 2007 14:35Profile#31
It would be nicer if the site had some decent bandwidth.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Tuesday, November 13 2007 14:04Profile#6
Porting it all to wxWidgets would be the best way to go, I guess.
I'd be a bit weary of using both SDL and OpenAL though. I'm not speaking as a programmer here, so I could have the wrong idea, but use of both for sound (in one way or another) caused enormous problems for Vega Strike, with sound mixing not working and stuff.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Saturday, October 20 2007 15:42Profile#3
I guess I'll take a look at it then, if I can get OBoE working... It might be useful as a party leveler in a scenario, if it's better than previous ones.
BTW, what's the current state of OBoE? Is there a way to get the current revision of the source code or is it being maintained cathedral-style right now? Is the development ongoing or has it stopped completely?Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Friday, October 19 2007 18:56Profile#1
Such utility scenarios already exist, there are at least three.
The main utility of the PC editor is for extricating a party from sticky situations in-scenario - providing necessary gold when little is available, making more boats available to you if you lose one, removing the party from scenarios that lack a "way out" special item, etc. A good party booster is always useful, but it doesn't really fill in for the PC editor, which I'm guessing is only rarely used for party enhancement by most players.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Thursday, October 18 2007 20:05Profile#3
Just be warned that the JRE browser plugin (and JRE in general) is *extremely* sluggish and resource intensive, no matter what people spout about on-the-fly optimization making Java faster than C++.
(I'll admit that Classpath and its plugin are ridiculously faster and lighter, but not everything that works with JRE can be gotten to work with Classpath. And you can't expect Windows users to have Classpath installed.)
[ Thursday, October 18, 2007 20:08: Message edited by: Miramor ]Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Friday, October 12 2007 10:56Profile#11
Unfortunately it appears as if all the people who were doing programming have just quit and left. No idea why or what's up with that. :confused:Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Saturday, September 15 2007 16:02Profile#7
That would also be good; what I wonder is how it will impact performance. The automap already slows down some things hugely (try entering the end movie in Tomorrow with it enabled, for example)... As bizarre as it may sound for such an old game, speed might be a problem with updates like that.Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Saturday, September 15 2007 08:29Profile#5
ROS has a hard-coded range of 4 IIRC, as does Mindduel. It shouldn't be a problem.
(Another vote for expanding the grid size, if it doesn't take too much effort.)
Also, in a similar vein... It would nice to have some changes to the automap. Currently the map only updates itself with squares that have been in the displayed grid. It would be more logical to have it update all illuminated squares that are in line of site of the player - if you can see them, why not map them? I'm not sure if this would slow things down excessively, or if it would take a large amount of coding, but if it's practical I don't think it would break gameplay - just make it less annoying.
(There's also the possibility of allowing certain terrain types to not show up on the automap until within a certain range, set to "always show" by default for compatibility reasons. This way, you could for instance have squares of quicksand that only showed up on the map when you were two spaces away - players with their noses in the automap could blunder into it without noticing and get stuck, etc.)
[ Saturday, September 15, 2007 08:30: Message edited by: Miramor ]Posts: 43 |
Registered: Tuesday, June 19 2007 07:00
written Tuesday, September 4 2007 14:34Profile#23
I don't know, there's definitely something cool about midget fish people. I actually had an idea for a weird scenario based around fish people at one point, though I never got around to it and have long forgotten most of the details.
(There are a bunch of scenario ideas I came up with, and then just gave up on because BoE nodework is so damn tough to use. Something really needs to be done about that, some way to output a chart or diagram showing which node goes to which... Without a way of seeing what triggers what it's like programming blind.)Posts: 43 |
Registered: Tuesday, June 19 2007 07:00