It's the A2Template!

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AuthorTopic: It's the A2Template!
Infiltrator
Member # 4637
Profile Homepage #75
It's online in the BoAC. :)

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Visit the Blades of Avernum Center
and the Beta Testing Center

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"Beware lest anyone cheat you through philosophy and empty deceit, according to the tradition of men, according to the basic principles of the world, and not according to Christ." Colossians 2:6-9
Posts: 483 | Registered: Tuesday, June 29 2004 07:00
BANNED
Member # 4
Profile Homepage #76
...why are there purple and red bordered cave floors?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Shock Trooper
Member # 932
Profile #77
That would be because I forgot to delete the following:

// [[[ BEGIN Internal use only
begindefinefloor 254;
import = 1; // Cave Floor, splotchy green.
begindefinefloor 1;
fl_ed_which_sheet = 510;
fl_ed_which_icon = 16;

begindefinefloor 254;
import = 3; // Cave Floor, similar to floor #0
begindefinefloor 3;
fl_ed_which_sheet = 510;
fl_ed_which_icon = 17;

begindefinefloor 254;
import = 7; // Rough Cave Floor, similar to floor #4
begindefinefloor 7;
fl_ed_which_sheet = 510;
fl_ed_which_icon = 19;
// Internal use only END ]]]
...before I released it. Maybe I should change "Internal use only" to "For in-house development only".

In Avernum 2, it was really hard to see some floors properly, particularly when they were covered with terrain features. So I edited A2's graphics - I painted a one pixel border around floors #1, #3 and #7. Then 'made' editor graphics for BoA doing the same thing. It was mainly to help with construction.

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
BANNED
Member # 4
Profile Homepage #78
Okay, serious problem.

I can't import the castle. I need the Castle for my scenario, and yet I can't import it into anything. I even re-downloaded the template and tried it with multiple editors- no go. Like, I really, really, really need to get at the castle and outdoors around it in there... But I can't.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Off With Their Heads
Member # 4045
Profile Homepage #79
It imports just fine for me. You're trying to import it into a large town, right? Do you get any error messages?

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BANNED
Member # 4
Profile Homepage #80
Same town sizes, no messages. Just a town that's basically an explosion of heights, terrains and creatures.
Think "Parallel Dimentia in 3d" and you'll be close.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
...b10010b...
Member # 869
Profile Homepage #81
Ah, the Large Town Importation Corruption Bug. I coulda sworn that a recent version of the 3D Editor fixed that.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
BANNED
Member # 4
Profile Homepage #82
The most recent version of the BoA editor period has not "fixed that".

How the hell do I get around it?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Shock Trooper
Member # 932
Profile #83
Weird beyond belief. I imported that town from the smaller and unreleased scenario made inbetween v1.0.0 and 1.1.0. I had no problems. I did had a small problem when importing a town earlier though. I just exited the program, restarted it and tried again. No problems after that. Is this bug more prevalent in the Mac version of the BoA editor, or was I just lucky?

Side note: The bug where a sign's text is erased upon a new floor being 'painted' over it was quite a pain. And will the 'Clear All Items' bug ever be addressed?

[ Friday, December 23, 2005 20:59: Message edited by: CPeters ]

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
...b10010b...
Member # 869
Profile Homepage #84
quote:
Originally written by Akai Hoshi:

The most recent version of the BoA editor period has not "fixed that".

How the hell do I get around it?

Send the scenario to CPeters or Kelandon and get them to import the Castle into it for you before sending it back? :P

Just a thought.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Shock Trooper
Member # 932
Profile #85
For critique; current version of the guard script. Since I'm using a P4 based monster, I can't tell if it runs too slow on lesser machines.

// v1.0.5
// guard.txt
// Xoid (xoid@hotmail.com)

// Version History:
// v1.0.5 - Version by Xoid. Optimised, cleanned up.
// v1.0.4 - Abandoned version by Xoid. Didn't work.
// v1.0.3 - Version by Xoid. Altered so that blocked tiles can be placed as
// sparsely as possible. If blocked spaces ensure that an NPC cannot
// reach its destination, Jeff's inept coding causes major overhead.
// v1.0.2 - Minor revision by Xoid. Increments SDF, instead
// of setting it.
// v1.0.1 - Version by Xoid. Extra dialogue strings added.
// v1.0.0 - Version by Jeff Vogel. Original.

// A simple script for guards or soldiers in towns. Acts like a regular npc
// unless it's in a town the party has angered, in which case it goes mobile and
// hunts the party down.

// Memory Cells:
// 0 - Movement type.
// Legal values are: 0 - Wander randomly.
// 1 - Stand still until a target appears.
// 2 - Completely immobile, even if target appears.
// 3 - Walk to a waypoint and then back to start. Use
// memory cell 4 to indicate which waypoint.

// 1,2 - SDF coordinates. If these are left at 0 and 0, these memory cells are
// ignored. Otherwise, the SDF is incremented by 1 when this creature dies.

// 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.

// 4 - Waypoint. If memory 0 is != 3, then this value is ignored. Otherwise,
// it is the number of the waypoint the guard or soldier spends its time
// walking to and from.

// 5 - Maximum distance. If memory cell 0 is != 0, then this memory cell is
// ignored. Otherwise, this is the maximum distance the creature will roam
// from its starting position. If left at 0, this will default to 6 tiles.
//
// [* Making this script backwards compatible with v1.0.0 of basicnpc.txt]
begincreaturescript;

variables;
int i,is_a_guard,target;
int gone_to_waypoint = 0;
body;

beginstate INIT_STATE;
if ((get_memory_cell(0) == 2) && (town_status(-1) != 2))
set_mobility(ME,0);

if (get_memory_cell(5) == 0)
set_memory_cell(5,6);

set_char_script_mode(ME,1); // This NPC will act even at distance.

if (creature_type(ME) == 4) {
is_a_guard = 1;
set_summon_level(ME,1);
}
break;

beginstate DEAD_STATE;
// Increment the appropriate SDF for this NPC's death.
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
inc_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
// React if the town gone hostile.
if (town_status(current_town()) == 2) {
alert_char(ME);
set_mobility(ME,1);
}

// If I have a target, go attack it.
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME,-1);
}

// Look for a target, and attack it if its visible.
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// React if I have been attacked.
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

// If this NPC is hostile, then hunt the party down. Otherwise, just
// peacefully move around. Go back to start if I roam too far.
if (get_attitude(ME) >= 10)
approach_char(ME,random_party_member(),6);
else if (get_memory_cell(0) == 3) {
// March to waypoint and back.
if ((gone_to_waypoint == 0) && (get_ran(1,1,100) < 15)) {
if (approach_waypoint(ME,get_memory_cell(4),1))
gone_to_waypoint = 1;
}
else if ((gone_to_waypoint == 1) && (get_ran(1,1,100) < 15)) {
if (return_to_start(ME,1))
gone_to_waypoint = 0;
}
}
else {
if ((my_dist_from_start() >= get_memory_cell(5)) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0) && (get_memory_cell(0) != 3))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}
}

// Text bubble code...
if (is_a_guard == TRUE) {
if ((is_combat() == 0) && (get_attitude(ME) < 10)) {
if (get_ran(1,1,100) < 6) {
i = get_ran(1,1,100);
if ((get_crime_level() > 0) && ((i < 6) || (i > 95)))
create_text_bubble("We're watching you... scum."); // Bless you, Morrowind.
else {
if (i < 26)
create_text_bubble("Evildoers will be punished.");
else if (i < 51)
create_text_bubble("Obey the law.");
else if (i < 76)
create_text_bubble("Stay in line.");
else
create_text_bubble("Watch it.");
}
}
}
}

// If I'm in combat and nothing above gave me something to do, stop now.
// Otherwise the script will keep running, eating up CPU cycles.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // Attacking...
if (target_ok() == FALSE)
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
if (is_a_guard == TRUE) {
print_str_color("Talking: You make small talk with the guard, but you don't",2);
print_str_color(" learn anything new.",2);
}
else print_str_color("Talking: The soldier doesn't have anything to tell you.",2);
end();
}
else begin_talk_mode(get_memory_cell(3));
break;


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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Shock Trooper
Member # 4557
Profile #86
quote:
Originally written by Thuryl:

Ah, the Large Town Importation Corruption Bug. I coulda sworn that a recent version of the 3D Editor fixed that.
This bug was fixed by Notus:
http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=18;t=00057 7;p=2#000036

Either there's a new bug, or something's wrong with the build. Are you using OS X or Windows?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Off With Their Heads
Member # 4045
Profile Homepage #87
TM's on a Mac.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Shock Trooper
Member # 4557
Profile #88
The code is fine, so there shouldn't be any problems. Unless you're not using the latest version of the 3D Editor, I cannot explain the error.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Shock Trooper
Member # 932
Profile #89
Since September 29, 2005 09:45 PM - When the first vesion was posted, I have received ONE report of an error, to date. (December 18, 2005 10:54 AM, from TM. I would bow down and worship you as my god, but that thread died already, and I'm lazy.)

Do I have to hunt down some worthless saps, tie them to chairs and perform electric shock therapy on their genitalia until they agree to at least give a cursory inspection of my work? Anyone even tried checking out the numerous changes to scripts that I made, and feels like offering suggestions, or other criticisms? (Admittedly, basicnpc.txt, guard.txt, and various town scripts are already outdated.)

Or would someone like to volunteer to 'take one for the team'? (That... just sounds dirty to me for some reason. Meh. Whatever.)

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Off With Their Heads
Member # 4045
Profile Homepage #90
You could do what everyone else does and ask for beta testers.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Infiltrator
Member # 4637
Profile Homepage #91
Yes. And you can use the BTC, if you want.

--------------------
Visit the Blades of Avernum Center
and the Beta Testing Center

--------------
"Beware lest anyone cheat you through philosophy and empty deceit, according to the tradition of men, according to the basic principles of the world, and not according to Christ." Colossians 2:6-9
Posts: 483 | Registered: Tuesday, June 29 2004 07:00
Shock Trooper
Member # 932
Profile #92
quote:
Originally written by Kelandon:

You could do what everyone else does and ask for beta testers.
[sarcasm]
Isn't that what I just did?
[/sarcasm]

Meh. I thought it might make at least one or two people chuckle to think of a reigme where you must beta test someone's scenario, lest I hunt you down and perform electric shock therapy on your genitalia... and perhaps people could've taken the hint that I need beta testers.

[ Wednesday, December 28, 2005 13:37: Message edited by: CPeters ]

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Councilor
Member # 6600
Profile Homepage #93
I just downloaded the A2 Template. I feel like I'm home! It's so nice to wander around in old adventuring grounds again! I haven't gotten very far, just around the A2 Tower of Magi and outside of Mertis.

However, I did find a bug. My characters are in the outermost hall of the A2 Tower of Magi, traveling west. As they reach the westernmost turn in the hallway to go north or south, my characters suddenly get taken outside, straight into the middle of a pillar. This is a problem. I went to the editor and adjusted the town boundary. When I went back to the tower to try again, I got the same result, even though my characters are a few spaces away from the town boundary. Anyone have any ideas?

Help! Dikiyoba is stuck in the middle of a pillar and can't move. Anyone have a shattering crystal?
Posts: 4346 | Registered: Friday, December 23 2005 08:00
Shock Trooper
Member # 932
Profile #94
I find with the various beta testing I've done over the years, especially for add-ons or mods, that it's best to use many, many savegames.

To attempt to save time during the internal process, a few dead-ends were left in the 2nd release - case in point: the Tower of Magi you start in is not the Tower of Magi you will end up in if you re-enter the town.

Noticed that bug myself about half a week ago. 3rd realease is on it's way, oooh... sometime in the next week or so.

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Law Bringer
Member # 6489
Profile Homepage #95
quote:
Originally written by Dikiyoba:

As they reach the westernmost turn in the hallway to go north or south, my characters suddenly get taken outside, straight into the middle of a pillar.
I have the exact same problem. I have no idea what's wrong, but hopefully it can be fixed. Other than that I must admit that this is an amazing project. Out of pure curiosity, did you have a separate computer with A2 open, or did you have to keep Alt+Tabbing between the BoA editor and A2?

[ Thursday, December 29, 2005 07:52: Message edited by: Tyranicus ]

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"You're drinking liquor because you're thirsty? How nasty is your freaking water?" —Lazarus
Spiderweb Chat Room
Avernum RPSummariesOoCRoster
Shadow Vale - My site, home of the Spiderweb Chat Database, BoA Scenario Database, & the A1 Quest List, among other things.
Posts: 1556 | Registered: Sunday, November 20 2005 08:00
Shock Trooper
Member # 932
Profile #96
Finalising documentation, fixing up an errant script or two, and v1.0.2 will be ready. Not a whole lot of changes. More details may be supplied if pressed for them.

Otherwise, I'll be playing Deus Ex for a week or so. Which basically translates to: I'm delaying the release just to spite you. Or I'm lazy. Take your pick.

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Shock Trooper
Member # 932
Profile #97
After a heavily extended gaming spree that consisted of six FPSs, four RPGs and two RTS games... I'm back. Sorry, but I felt that 12 games to completion (playing every class, side and strategy - at maximum difficulty) in three weeks earns me bragging rights. It also proves that I have no life.

One thing I could never in school was meet a deadline. It appears I still can't. I'm starting work again on this project. ETA for v1.0.2 is TBD. Ugh... too many acronyms.

As for the moment, I'm off for a sugar-fix. I'm sure my pixie sticks are somewhere around here...

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00

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