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Octavo

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About Octavo

  • Birthday 02/08/1988

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Articulate Vlish

Articulate Vlish (4/17)

  1. Archive Formats .zip and tar.gz are supported near totally, and should be preferred for compatibility. The former is more prevalent on DOSsy systems, and the latter on Unixly systems. .7z does in fact achieve delightful compression. While its use is not widely supported, it is easily decompressable on any recent Mac, Windows, or Ubuntu, with lovely free packages. In particular I strongly advise anyone sending/receiving compressed files on Mac OS X have The Unarchiver . It's free, decompresses anything I've seen, and can be set to integrate as well as the OSX default. The principal problem here might be that there doesn't seem to be a good un-7Zipper for Mac OS 9. Against this I can only counsel as does jg.faust: that you should offer also a zip or a tar.gz for compatibility. .sit is deprecated for use on anything newer than Mac OS 9. Stuffit software has become obnoxious since its purchase by Smith Micro, who appear to have turned Stuffit Expander into spamware. Even previously Expander didn't compress; you need the payware Stuffit. Use The Unarchiver instead. .rar is an odious proprietary format. Eschew. Windows Programs on a Mac I understand Ishad Nha to have been referring to the recent trend toward Intel Macs, which can simply run Windows if so configured. While these do exist, they are not the majority of Macs running Spiderweb games. A PowerPC or older Mac cannot run Windows programs without extensive arcane rituals.
  2. I would suggest to you that unless you're interested in changing the game, you'd probablybe better off downloading a precompiled copy that'll just run. The top link at Khoth\'s download page will provide you with such a file. To answer your question, though, you'd have to take the source code and compile it with something like Xcode.
  3. I'm quite sure that the scenarios are in Khoth's source code releases. I seem to recall that either the ones in the mac side or those in the windows side are broken, though.
  4. Well, Returning weapons can simulate the usefulness of A4's, I imagine. My higher-level archers never go out without them.
  5. BoE also limited you to Valley, as I recall, and still claims to if you download the binary from the game page. This means that the open-sourcing is the first time ASR and ZKR have been available to play for free. And VoDT, I agree, doesn't have the same hook effect as all the other games - although it can be a good place to start for players as they can get a complete story pre-registration.
  6. Looks great, and it's nice to see elevation return. I'm eager to see how these disciplines turn out. The one thing that distresses me a bit is at least one of the portraits still doesn't match the corresponding character graphic. I'm thinking of Aldous, worst offender of Avernum 4, who resembles himself not-at-all. Edit: Although, since we're told more graphics are on the way, this could change. That'd be nice.
  7. No, but it would require an operating system check or best-case getting the local menu lookAndFeel. Which probably wouldn't be too bad on the whole but I couldn't figure it out last time I tried. The option is there, since this is bright shiny Java.
  8. Or you could just have the scenario special call a town special, as explained in Drizzt's article on beating Magic Map. Does that accomplish the desired effect?
  9. Quote: Originally written by Khoth: If it doesn't work for you, let me know. If it does work for you, let me know too, because I currently don't know what the system requirements are, beyond "OS X". Release 4's editor doesn't want to create a scenario on my Core Duo MacBookPro. I'm not nearly sure what's at fault but it gives that lovely error code 40 - something bad happened in loading/saving/creating so try again and see if that fixes it. Which it doesn't. It also asks for more memory, but I don't think you can even do that on OS X. Edit: Upon closer inspection I suspect that this has something to do with the total absence of any bladbase.exs. Pasting in the one from the source release 3 is ineffective, though.
  10. Ah, I see. Then perhaps it is a file that is supposed to be compiled out of your files and indeed you do need a target for it, but I don't know what you'd need to do to make it.
  11. Excellent, you're all way ahead of me. Keep up the good work. At this rate you'll have a finished-quality project (though when does one ever call a project finished!) before I can notice.
  12. That's not exactly a problem with your Makefile. What that means is it can't find the shared object (like a DLL on Windows) that is called windows.so. I'm guessing that that's something winelib is supposed to be providing?
  13. As far as make knows, townout.c is a c file, not a cpp file.
  14. I am having visions of a monster type that, on its death, creates two more of its kind and then kills them. Does the current loop protection guard against this, since they're not in the same chain?
  15. Ooh, shiny. Thank you. I've always been puzzled why the guy with the brown robes and staff disappeared in E2 only to return in E3... he was one of my party members and I had to use a different one.
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