- Screenshot Emporium - (for Windows users)

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AuthorTopic: - Screenshot Emporium - (for Windows users)
Infiltrator
Member # 154
Profile #0
Considering we windows users are horribly unlucky right now, is anyone going to post a huge amount of screenshots of the scenarios and such anytime soon?

[ Monday, March 22, 2004 02:17: Message edited by: So Old, So Back... ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Warrior
Member # 1505
Profile #1
If I get some free time, sure. Main problem is I don't have anywhere to host them...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Shock Trooper
Member # 4000
Profile Homepage #2
Newtfeet, you can use http://www.photobucket.com to host the pictures and hotlink them.

[ Sunday, March 21, 2004 18:07: Message edited by: Gremlin Chief ]

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♫ The truth is screaming BIG ♫
♫ A light so bright ♫
♫ Whether day or night ♫
It can't be hid

§ realitycorp@gmail.com §

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Posts: 245 | Registered: Tuesday, February 17 2004 08:00
Warrior
Member # 1505
Profile #3
Give thanks to me, for I pity the poor Windows users! ;) Here are my first 20 screen shots (7.4 MB zip archive). If anyone would like to mirror these, I'd be greatful; I'd prefer not to keep them on Angelfire too long.

[ Tuesday, March 23, 2004 18:19: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Shock Trooper
Member # 4000
Profile Homepage #4
Mirror:

http://www.avernumblades.uni.cc

Also, if you can, take some screenshots of the editor. Thanx :)

--------------------
♫ The truth is screaming BIG ♫
♫ A light so bright ♫
♫ Whether day or night ♫
It can't be hid

§ realitycorp@gmail.com §

►► Chance is back online! ◄◄
Posts: 245 | Registered: Tuesday, February 17 2004 08:00
Infiltrator
Member # 154
Profile #5
Ah, finally.

If you need somewhere to host images, you can use Freewebs (http://freewebs.com/) or Geocities (http://geocities.com/). There's also Angelfire (http://angelfire.com/) and Lycos (http://lycos.co.uk/).

Or, if you want me to upload them to my server, email them as an attachment to webmaster@devever.net, then AIM UWHugo telling me you've sent me screenshots.

Note: **please** convert screenshots to PNG, JPG or (if you have no other choice), GIF. It will reduce download size considerably.

Anyway, I'd like to request the following screenshots:

-- Things that are better/different in the new VoDT & Small Rebellion, The Tutorial, and the one new prepackaged scenario.

-- The beam projectors, and what they can be used for.

Finally, thanks. You're keeping us alive while we wait for WinBoA :P

[ Monday, March 22, 2004 02:08: Message edited by: So Old, So Back... ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Warrior
Member # 1505
Profile #6
Thanks for the mirror! I'm going to edit my post and change the link...

I can get some editor screenshots, sure.

The screenshots are in JPEG format, but I've zipped them first (easier to upload to Angelfire). If anyone wants to re-post them without the ZIP archive, be my guest.

Unfortunately, I didn't register BoE, and I didn't finish VoDT there. So I can't tell what's new or different. Also, I havn't yet gotten my registration code for BoA, so you're stuck with the tutorial and VoDT. (By the way, screenshots 2 and 3 are from the tutorial. Not much, but there's not really a lot in the tutorial.)

Beam projectors in the editor or the game?

No problem. :) Look for more screenshots soon!

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Infiltrator
Member # 154
Profile #7
Beam projectors, both, preferably - I'd like to see how they're implemented on both ends.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Warrior
Member # 1505
Profile #8
Well, I've got 27 screenshots of the editor here (1.7 MP zip archive). Nothing specular, really. (As always, mirrors are appreciated!)

Check the 19th screenshot to see part of the interface for beams. With that set, you place a beam projector and a power source adjacent to it in a town, and poof! Beams in-game look identical to the ones in Avernum 3.

Mirrors are either fixed (under terrain) or movable (created by using scripts). They also act the same as in A3.

[ Tuesday, March 23, 2004 18:19: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Infiltrator
Member # 154
Profile #9
Erm..how about some screenshots of the actual beam projectors?

I haven't got a godparty for A3, so I'm not up to looking for any in A3.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Agent
Member # 1104
Profile Homepage #10
I can't get the uni.cc shorter name yet, but I do have it up as a mirror. I'll make the domain name when I get home from school.

The Mirror for Editor Pics

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Austrian Alex
Posts: 1307 | Registered: Tuesday, May 7 2002 07:00
Warrior
Member # 1505
Profile #11
I can get some beam projector screenshots, sure. But you'll have to wait for tomorrow!

Yet again, thanks for the mirror. I've updated my post. I don't know if it really matters, but I'd like to keep as much load off Angelfire as possible...

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Warrior
Member # 1505
Profile #12
Sorry for the double post; this would otherwise just slip by.

I've wipped up 16 more screenshots (1.3 MB zip archive), including two of beams. I need ideas, people! What do you want to see? You won't be getting what you want otherwise.

The same thing I've said before about mirrors still goes! I'm beginning to sound like a broken record...

Also, I know Jeff posted a sample script, but would you like to see more?

[ Tuesday, March 23, 2004 18:20: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Infiltrator
Member # 154
Profile #13
How about some of the most interesting scripts from VoDT?

Oh, and how about a ton/more screen shots of beam projectors and how they're used in the supplied scenarios, etc.? On the game side, that is.

[ Tuesday, March 23, 2004 14:17: Message edited by: Snuff ling kin ]

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Infiltrator
Member # 3220
Profile #14
I'm very grateful for the screenshots. They look really good.
Posts: 437 | Registered: Sunday, July 13 2003 07:00
Warrior
Member # 1505
Profile #15
Here's an example dialog script: Pangle's Hut
An spawner script: Platebug Queen
A script that casts other spells then the ones given to the monster: Pythras
The trap script in BoA: trap.txt

Unfortunately, most of the custom data files are too big, but here's a example of the four object types:

The "Swamp" floor:
begindefinefloor 75;
clear;
fl_name = "Swamp";
fl_which_sheet = 704;
fl_which_icon = 4;
fl_ed_which_sheet = 680;
fl_ed_which_icon = 44;
fl_step_sound = 55;
fl_out_fight_town_used = 1006;
fl_special_property = 4;
fl_special_strength = 3;
The "Nephil" creature:
begindefinecreature 22;
clear;
cr_name = "Nephil";
cr_level = 5;
cr_start_item 0 = 126;
cr_start_item_chance 0 = 100;
cr_start_item 1 = 127;
cr_start_item_chance 1 = 5;
cr_start_item 2 = 114;
cr_start_item_chance 2 = 30;
cr_start_item 3 = 16;
cr_start_item_chance 3 = 30;
cr_start_item 4 = 50;
cr_start_item_chance 4 = 100;
cr_start_item 5 = 51;
cr_start_item_chance 5 = 30;
cr_start_item 6 = 1;
cr_start_item_chance 6 = 40;
cr_start_item 7 = 225;
cr_start_item_chance 7 = 2;
cr_default_attitude = 4;
cr_species = 2;
cr_which_sheet = 1522;
cr_summon_class = 1;
cr_small_or_large_template = 1;
The "Boulder" terrain:
begindefineterrain 125;
// This is imported for a number of items that fill the terrain
// but can be seen through, and are drawn on autmap
clear;
te_name = "Boulder";
te_which_sheet = 713;
te_which_icon = 8;
te_ed_which_sheet = 681;
te_ed_which_icon = 38;
te_draw_on_automap = 1;
te_full_move_block = 1;
The "Gauntlets" item:
begindefineitem 148;
// imported for gauntlets
clear;
it_name = "Gauntlets";
it_full_name = "Gauntlets";
it_variety = 15;
it_protection = 3;
it_floor_which_sheet = 1029;
it_floor_which_icon = 8;
it_inventory_icon = 9;
it_value = 30;
it_weight = 30;


[ Tuesday, March 23, 2004 15:12: Message edited by: Newtfeet ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Shock Trooper
Member # 4000
Profile Homepage #16
Mirror for all the pictures, organized in a web page:

http://www.avernumblades.uni.cc

--------------------
♫ The truth is screaming BIG ♫
♫ A light so bright ♫
♫ Whether day or night ♫
It can't be hid

§ realitycorp@gmail.com §

►► Chance is back online! ◄◄
Posts: 245 | Registered: Tuesday, February 17 2004 08:00
Warrior
Member # 1505
Profile #17
Yet again, thanks. (Although I'm probably just being paranoid.)

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Warrior
Member # 246
Profile #18
Hmm. The scripts tell a good deal about the scripting engine. From what I observe, there doesn't seem to be support for expressions (ie a = 5 + 1) though there may be.

Another thing missing that would be useful is constant support but that can easily be mimicked by using variables (ie i_am_active = YES instead of i_am_active = 1).

The layout of the scripts (like marking the beginning of variable declarations) reminds me a bit of Pascal. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Warrior
Member # 1505
Profile #19
quote:
Originally written by Frobozz:

Hmm. The scripts tell a good deal about the scripting engine. From what I observe, there doesn't seem to be support for expressions (ie a = 5 + 1) though there may be.
Actually, there's expression support.
quote:
Another thing missing that would be useful is constant support but that can easily be mimicked by using variables (ie i_am_active = YES instead of i_am_active = 1).
The constants TRUE and FALSE exist, as well as ME (1, 0 and -1, respectively.)

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Warrior
Member # 246
Profile #20
quote:
Originally written by Newtfeet:

The constants TRUE and FALSE exist, as well as ME (1, 0 and -1, respectively.)
I didn't mean internal constants. I meant the ability for the script writer to make his own.

Something like:

constants;
HALTED = 0;
RUNNING = 1;

[ Tuesday, March 23, 2004 19:16: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Warrior
Member # 1505
Profile #21
Ah! Silly me. That doesn't exist, but it's extremely easy to mimic via variables.

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Triad Mage
Member # 7
Profile Homepage #22
Speak to Khoth about that - it bugged him too and he has created a very neat workaround.

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"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
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Encyclopedia Ermariana - Trapped in the Closet
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Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Warrior
Member # 1505
Profile #23
What's neater then the obvious?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Triad Mage
Member # 7
Profile Homepage #24
A separate program where he can write change_spell_level(FIREBOLT,0).

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"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00