BOE->BOA Translating
Author | Topic: BOE->BOA Translating |
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Guardian
Member # 2238
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written Tuesday, July 1 2003 13:33
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Try not to get off topic with this one... I remember talking a lot back in the day (the day being the beginning of the boa area of forums) about the ability to translate BOE scenarios into BOA scenarios, all you needed was the password. Then no one talked about it for a long time... so I'm wondering if we still know thats possible. Maybe Jeff ran into some code problems with it, I don't know. Or changed his mind. But are we still going to have this feature? If so, it's a good idea to go ahead and start your scenario now, in BOE, for obvious reasons. -------------------- DEMON PLAY, DEMON OUT! Posts: 1582 | Registered: Wednesday, November 13 2002 08:00 |
Infiltrator
Member # 1823
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written Wednesday, July 2 2003 08:40
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Personally I don't see how it would work. Transporting terrain data might be possible, with a few hiccups, ie. walls and custom graphics. Nodes -> scripts on the other hand I can see being a problem. If there is a translator, I'd expect it to be very buggy, and far from being able to click, wait, and then have a BoA scenario. -------------------- Riot Shields Voodoo Economics It's just business Cattle prods And the IMF I trust I can rely on your vote Posts: 530 | Registered: Sunday, September 1 2002 07:00 |
Warrior
Member # 2570
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written Wednesday, July 2 2003 08:45
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I don't think its goinf to happen. Why? 1)Jeff is la...er...he optimizes the time he uses. ;) 2)As Jigga said it would be buggy as an anthill. -------------------- Speed and power! Galaxies explode! And Kekkonen shall descent to punish us all! It's armageddon,it's armageddon! It's the Day of Kekkonen! "But Dirt Dragon rulz 0k.Dirt Dragon would HäX0r HAL 9000 in 10 seconds if he would get a keyboard!!!!111111YAY DITR DRAONG RULZ 0K YAY LOL OMG WTF!!!!!!11111" Join our *wonderfull* "party" at The Club of All! Join our *lovely* Cult at Dominions X! Iä, Iä my brother... Posts: 166 | Registered: Sunday, February 2 2003 08:00 |
Warrior
Member # 2155
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written Wednesday, July 2 2003 09:09
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I think that the BoE-BoA translator could very well be available for use. However, it certainly wouldn't create a perfect mirror, as with custom graphics being an obvious hurtle among likely dozens upon dozens of other things (Conversations being another definite item, as well as puzzles regarding things like "Place the item on X-pedestal here" or "type this specific response"). I think Jeff could create a node to scripting translator if he really felt like it, but once again, this is a maybe, and some features of BoE won't be available do to the differences in engines. And even more so, you'd have to change a lot of text in most scenarios, going though and turning all use of the word "Exile" to "Avernum" in a lot of cases... If the option is there, there is no doubt that many designers will indeed take the time to re-release their old scenarios from BoE for BoA, but it certainly won't be an easy task. ---Your BoE-less Maniac (I lost the installation disks... ._.), Necris Omega -------------------- Razordisk Frisbee Golf Posts: 168 | Registered: Saturday, October 26 2002 07:00 |
BoE Posse
Member # 15
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written Wednesday, July 2 2003 11:32
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I'll be dumbfounded with amazement that borders upon stupefaction if this actually works with anything beyond the simplist scenario. [ Wednesday, July 02, 2003 11:33: Message edited by: Void Master ] -------------------- All that we see, or seem, is but a dream within a dream. Visit the Louvre, the BoA Graphics Database at http://www.personal.psu.edu/bxb11/boa/louvre/ Visit Alexandria, the BoE Scenario Database at http://www.personal.psu.edu/bxb11/boe/alexandriajs/ Posts: 653 | Registered: Thursday, September 27 2001 07:00 |
Apprentice
Member # 3165
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written Wednesday, July 2 2003 12:03
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Its not that hard really. All that would happen is you would have to remake your custom images. Sure, programming the converter would take time, but it would work. -------------------- "Isn't it ironic to yell the word 'silence'?" Fighter, 8-bit Theatre Posts: 34 | Registered: Wednesday, July 2 2003 07:00 |
Guardian
Member # 2238
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written Wednesday, July 2 2003 12:25
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All said is true, but Jeff promised one in the beginning. My guess is he has something up his sleeve that'll make us all go "oh man! I can't believe I didn't think of that!" Let us just pray... -------------------- DEMON PLAY, DEMON OUT! Posts: 1582 | Registered: Wednesday, November 13 2002 08:00 |
Law Bringer
Member # 335
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written Wednesday, July 2 2003 13:06
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A scenario translator would have to accomodate for walls between spaces rather than in them, different monsters, weapons, items, and spells. It would have to deal with the disappearance of special node circles, the changed perspective, height, and everything else. —Alorael, who does doubt that such a translator could work in a worthwhile fashion. Besides, new scenarios are better than even good remakes. Posts: 14579 | Registered: Saturday, December 1 2001 08:00 |
Law Bringer
Member # 2984
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written Wednesday, July 2 2003 13:19
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Only question remaining: In what way should the above post be interpreted? :P ie., "Geez, I'd never have been able to think of such crap." :D EDIT: Alorael was faster. :P I was referring to EEP_Karzoth's one. I can make a few guesses as to what to expect: Custom graphics can't be converted automatically. It's a big step from 2d to 3d. Whether this means that - the converter will reject all scenarios with any custom graphics at all, - or it demands that a corresponding BoA custom sheet be made (there are many BoA graphics already after all), which then automatically replaces the old references in the monsters, terrains and items lists (now THAT would be cool! :cool: ) I don't know, but, judging from Jeff's seeming antipathy towards all custom things in scenarios, I rather expect the former. :( Cities will probably be rather distorted because of the different walls and floors. It could work out, but it probably requires editing afterwards. The node --> script thing might well be the most useful and workable feature of the editor, because the functions of the nodes are pretty rigid, and you could probably emulate all of them with the script. [ Thursday, July 03, 2003 05:12: Message edited by: Arancaytar ] -------------------- Encyclopaedia • Archives • Members • RSS [Topic / Forum] • Blog • Polaris • NaNoWriMo Look on my works, ye mighty, and despair. I have a love of woodwind instruments. Posts: 8752 | Registered: Wednesday, May 14 2003 07:00 |
Apprentice
Member # 3165
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written Wednesday, July 2 2003 18:19
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"- or it demands that a corresponding BoA custom sheet be made (there are many BoA graphics already after all), which then automatically replaces the old references in the monsters, terrains and items lists" Thats EXACTLY what I mean. Doing that wouldn't be hard. All you need to do is convert the map data to a format which Avernum can read. Now...I didn't know walls were between spaces...that presents a problem. -------------------- "Isn't it ironic to yell the word 'silence'?" Fighter, 8-bit Theatre Posts: 34 | Registered: Wednesday, July 2 2003 07:00 |
Warrior
Member # 3138
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written Wednesday, July 2 2003 18:38
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Hey, even if you did have to edit it afterwards, it would be better than making it from scratch. A lot of tyhe work would be done already... ;) -------------------- Help me out, click Here Join it and get me some cash, and have fun! Posts: 151 | Registered: Sunday, June 22 2003 07:00 |
Warrior
Member # 2189
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written Thursday, July 3 2003 01:25
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quote:1) LOL!!!!!! MEGALOL! :D :D :D 2) Well it just as well could be done.. but it would still be buggy as hell Posts: 187 | Registered: Sunday, November 3 2002 08:00 |
Shaper
Member # 73
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written Thursday, July 3 2003 03:09
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Actually, it has been suggested many times before that a BoE wall could be simulated in BoA with a square of walls, surrounding the terrain tile the wall is supposed to be on. As for spells, that also poses a problem. There are nodes in BoE that give spells, and many of these spells are not in BoA. This could easily render entire sidequests completely useless to the player, if the reward is a few spells that don't exist. -------------------- My Myspace, with some of my audial and visual art The Lyceum - The Headquarters of the Blades designing community The Louvre - The Blades of Avernum graphics database Alexandria - The Blades of Exile Scenario database BoE Webring - Self explanatory Polaris - Free porn here Odd Todd - Fun for the unemployed (and everyone else too) They Might Be Giants - Four websites for one of the greatest bands in existance -------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Posts: 2957 | Registered: Thursday, October 4 2001 07:00 |
Law Bringer
Member # 2984
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written Thursday, July 3 2003 05:17
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Exactly. The same about stat increases, items, and basically all of the things. We have to accept Avernum has a different system than Exile. It might be possible to replace 'Avatar' with 'Divine Warrior'. There is no replacement for a spell such as 'Sticks to Snakes' (bit useless really), or 'Divine Thud'. Area spells are abolished - and I don't think they'll be in BoA -, and replaced with arrow spells. So I'd say, remake the scenario in BoA from scratch, it's a great way to learn how to handle the editor without having to search for new ideas first, and also a great way to improve the scenarios by going over them again. :) -------------------- Encyclopaedia • Archives • Members • RSS [Topic / Forum] • Blog • Polaris • NaNoWriMo Look on my works, ye mighty, and despair. I have a love of woodwind instruments. Posts: 8752 | Registered: Wednesday, May 14 2003 07:00 |
Warrior
Member # 2155
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written Thursday, July 3 2003 08:40
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quote:This idea is all fine and good, but once more the differences in the engine and that which BoA lacks from BoE unfortunately may dissolve this. Why? One has to take into account things such as Dialogue and talking pictures that would throw off correspondence. Further, 1x2 monsters (BoE Giant/guardian Roach, Giant Slug, Zakazi Run's Deep Beast, ect.) would also get complicated as there are no 1x2 graphics in the Avernum Engine. All and all, I think one would have to reassign all custom graphics by hand like a lot of things in the conversion. But who knows? I could very well be wrong. Jeff is a excellent programmer (I've seem very few games like Geneforge in which your character will take into account obstacles in his/her path on his/her way to their destination) and may surprise us all. ---Your programming illiterate maniac, Necris Omega -------------------- Razordisk Frisbee Golf Posts: 168 | Registered: Saturday, October 26 2002 07:00 |
Law Bringer
Member # 2984
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written Thursday, July 3 2003 08:48
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For that reason, the game would need to analyze the references, and make a list as to which slots are called for what purpose. It's too complicated IMHO. Not that it's not possible; i've seen more complicated features in programs (at least I think they were more complicated, I know nothing of programming). However it may be, I'm not sure whether Jeff will invest a lot of time into programming something that the designers can also do themselves - after all, he wouldn't want them to become fat and lazy would he? :P -------------------- Encyclopaedia • Archives • Members • RSS [Topic / Forum] • Blog • Polaris • NaNoWriMo Look on my works, ye mighty, and despair. I have a love of woodwind instruments. Posts: 8752 | Registered: Wednesday, May 14 2003 07:00 |