Profile for Shyguy
Field | Value |
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Displayed name | Shyguy |
Member number | 954 |
Title | Shock Trooper |
Postcount | 246 |
Homepage | |
Registered | Thursday, April 11 2002 07:00 |
Recent posts
Pages
Author | Recent posts |
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AC3 in Blades of Exile | |
Shock Trooper
Member # 954
|
written Monday, July 19 2004 20:16
Profile
I believe it IS the largest scenario ever created for BoE. The unzipped size of the actual scenario file is 3.05 MB. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
AC3 in Blades of Exile | |
Shock Trooper
Member # 954
|
written Sunday, July 18 2004 19:53
Profile
Patience is a virtue! But alas, I lack it myself sometimes. I currently have about 4 beta testers still trudging through this thing. But after getting messages from 2 that they would be delayed due to various problems, I am releasing it as is. I will still continue to refine it, with their help, but as of now, it has been sent to Spidweb to be posted. I'm not sure how long it takes to get listed these days, but I might be persuaded to send it out personally upon request. Let me know, along with your email address, and be able to accept a file of about 1.5 megs. I can split this up if needed. Also, there is no graphics file for Macs, so you'll need to convert yourself. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
A free great text/script editor for BoA! in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Friday, July 16 2004 10:31
Profile
Has anyone tried ConTEXT? I've been using it and I like it. You can get it at http://www.fixedsys.com/context I believe it's just for Windows, though. [ Friday, July 16, 2004 10:32: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
A free great text/script editor for BoA! in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Friday, July 16 2004 10:31
Profile
Has anyone tried ConTEXT? I've been using it and I like it. You can get it at http://www.fixedsys.com/context I believe it's just for Windows, though. [ Friday, July 16, 2004 10:32: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
A free great text/script editor for BoA! in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Thursday, July 15 2004 19:20
Profile
It's a shame we have to deal with obnoxious, pompous a***s on these forums who love to make themselves sound so superior to the rest of us peons who don't know as much as they do and are just trying to be helpful. Overwhelming... Color coding is typically used in many coding based text editors and makes code easier to read and debug. Of course, we all know that the best programmers wouldn't need to rely on such a crutch. [ Thursday, July 15, 2004 19:28: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
A free great text/script editor for BoA! in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Thursday, July 15 2004 19:20
Profile
It's a shame we have to deal with obnoxious, pompous a***s on these forums who love to make themselves sound so superior to the rest of us peons who don't know as much as they do and are just trying to be helpful. Overwhelming... Color coding is typically used in many coding based text editors and makes code easier to read and debug. Of course, we all know that the best programmers wouldn't need to rely on such a crutch. [ Thursday, July 15, 2004 19:28: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Lockable Objects in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Monday, July 5 2004 18:36
Profile
The message says you "open the door" only when you don't have a pick. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Lockable Objects in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Monday, July 5 2004 18:36
Profile
The message says you "open the door" only when you don't have a pick. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Lockable Objects in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Sunday, July 4 2004 19:45
Profile
I was hoping no one would come up with that solution. My scripting skills are still at the remedial stage. I think Mr. Vogel should have done it right in the first place. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Lockable Objects in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Sunday, July 4 2004 19:45
Profile
I was hoping no one would come up with that solution. My scripting skills are still at the remedial stage. I think Mr. Vogel should have done it right in the first place. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Lockable Objects in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Friday, July 2 2004 15:29
Profile
I used the lockbox.txt script that shipped with the editor to lock a chest. But when the player unlocks it, the default message that comes up refers to it as unlocking a "door". It appears this is hard coded into the "run_pick_lock" call that is part of the script. Is there any easy way to chage this, or even better, has anyone written a better script??? Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Lockable Objects in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Friday, July 2 2004 15:29
Profile
I used the lockbox.txt script that shipped with the editor to lock a chest. But when the player unlocks it, the default message that comes up refers to it as unlocking a "door". It appears this is hard coded into the "run_pick_lock" call that is part of the script. Is there any easy way to chage this, or even better, has anyone written a better script??? Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Tuesday, June 29 2004 19:53
Profile
It doesn't work when you put it in LOAD_SCEN_STATE. The message comes up that it's been loaded, but it doesn't work. And "print_num() and print_nums()" always worked, even before the patch. They work even without putting in turn_on_debug_mode. Also, as stated above, ghost mode is always on and can't be turned off. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Tuesday, June 29 2004 19:53
Profile
It doesn't work when you put it in LOAD_SCEN_STATE. The message comes up that it's been loaded, but it doesn't work. And "print_num() and print_nums()" always worked, even before the patch. They work even without putting in turn_on_debug_mode. Also, as stated above, ghost mode is always on and can't be turned off. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Monday, June 28 2004 20:22
Profile
[ Monday, June 28, 2004 20:25: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Monday, June 28 2004 20:22
Profile
[ Monday, June 28, 2004 20:25: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Monday, June 28 2004 20:21
Profile
I've got it to work. But it doesn't seem to work too well if you put it in the Scenario Script. I got it to work when I put it in the START_SCEN_STATE; But this only seems to work when you load the scenario from the beginning. If you save your progress and load it up from that saved point, it may not work. You may have to put it in every Town Script and Outdoor Script. Though I'm not sure yet. I haven't experimented enough with it. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Monday, June 28 2004 20:21
Profile
I've got it to work. But it doesn't seem to work too well if you put it in the Scenario Script. I got it to work when I put it in the START_SCEN_STATE; But this only seems to work when you load the scenario from the beginning. If you save your progress and load it up from that saved point, it may not work. You may have to put it in every Town Script and Outdoor Script. Though I'm not sure yet. I haven't experimented enough with it. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
NPCs (And displaying my limited intelligence) in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Sunday, June 27 2004 15:07
Profile
As a general rule, if you want to get anything to work, look how it's done in the scenarios that came with the game. Then you can copy the scripts into yours and edit them as needed. There's an NPC in VotDT named Bruning (I think) who will join the party. I think he lives in Sweetwater. Check out his dialog and the creature script. This should answer your questions. This is the only way I've been able to learn how to do things, as the docs are pretty worthless. Well, not worthless, but not very thorough. Each time I read them to see how to do something, they always seem to leave out something. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
NPCs (And displaying my limited intelligence) in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Sunday, June 27 2004 15:07
Profile
As a general rule, if you want to get anything to work, look how it's done in the scenarios that came with the game. Then you can copy the scripts into yours and edit them as needed. There's an NPC in VotDT named Bruning (I think) who will join the party. I think he lives in Sweetwater. Check out his dialog and the creature script. This should answer your questions. This is the only way I've been able to learn how to do things, as the docs are pretty worthless. Well, not worthless, but not very thorough. Each time I read them to see how to do something, they always seem to leave out something. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
2 Questions/Problems in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Saturday, June 26 2004 15:29
Profile
Putting their name on the first question field does not work, as it is suggested in the docs. You need to put these in the town script(not town dialog script)... set_name(13,"Commander Terrance"); set_char_dialogue_pic(13,1907,0); The first sets character 13's name and the second will put in a pic. 1907 is the graphic sheet, O is the icon. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
2 Questions/Problems in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Saturday, June 26 2004 15:29
Profile
Putting their name on the first question field does not work, as it is suggested in the docs. You need to put these in the town script(not town dialog script)... set_name(13,"Commander Terrance"); set_char_dialogue_pic(13,1907,0); The first sets character 13's name and the second will put in a pic. 1907 is the graphic sheet, O is the icon. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
New Blades App With Debug Enabled Available in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Friday, June 25 2004 22:17
Profile
Thank you! Thank you! Thank you! Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
New Blades App With Debug Enabled Available in Blades of Avernum | |
Shock Trooper
Member # 954
|
written Friday, June 25 2004 22:17
Profile
Thank you! Thank you! Thank you! Posts: 246 | Registered: Thursday, April 11 2002 07:00 |
Custom items and Item Lore in Blades of Avernum Editor | |
Shock Trooper
Member # 954
|
written Friday, June 25 2004 22:13
Profile
That's pretty much what I suspected as well. I think BoE worked the same way. Though it would be nice to be able to set the amount of Item Lore needed to identify each item. Posts: 246 | Registered: Thursday, April 11 2002 07:00 |