Jump to content

Thralni

Member
  • Posts

    3,185
  • Joined

  • Last visited

Everything posted by Thralni

  1. Kaonashi: Please please please write a review about HIM2 over at CSR? Please please please please? (Or did you but I is your name different at Shadowvale?) And thanks for saying you liked it It's guys like you that make me continue making scenarios.
  2. Well yeah, I never really pay attention to that, actually. I forget all about it usually, since I look at the scenario details screen once to write down the title, subtitle and version number, and I totally forget about the rating.
  3. The cmg file can be huge file, even after compression. I'm putting sounds in it now, which makes the cmg file for TNS a grand 8,1 MB. This could get even bigger as I keep working on it (yes, I do intend to finish it). It'd be nice if Jeff would change it, but frankly, I don't know if I care *too* much about it. It works right now, and it enables me to use custom sounds. The only annoying thing is that you need extra programs to edit it, and since ResEdit doesn't work anymore on OSX, we're screwed. Now you have to buy a $19 program to edit the cmg.
  4. Finally, I'm here to present you HIM: The Wolf at the Door. You can now download it at my webpage. To be more exact, you can get it here. That's not all though. To halt all speculation and complaints about not being clear enough about stuff, I'll go right ahead and annouce HIM: Dual Perceptions, the last installment of the HIM trilogy. I will say nothing more, and when the time's there, I'll give it its own webpage. For now, enjoy HIM:TWD.
  5. I always listen to the briefings in FPSs, if there are any (like in Medal of Honor), but I hardly ever read all the briefing text. I just listen to what my superior officers tell me to do, or I go to the objectives and view what I have to do.
  6. I really should play that scenario to the end sometime soon. Problem is I' m still stuck in E:R.
  7. Attention: the HIM:TWD beta has continued! Check your mail boxes.
  8. Quote: It depends. If it's bug-fixing, sure. If it's adding new material, there's nothing wrong with it, but it's not been done in BoX to my knowledge. I did it with WtRM, where I added a town and an introductory sequence post release, including of course bug fixes and the like. So yeah, people do it, but not a lot. But yeah, I agree with what Thuryl said: first play some scenarios. Not just the ones you got with the game, take some third party scenarios and play those. It'll give you an idea of what people usually do. If you need a good place to find scenarios, I recommend jewels' site (http://www.geocities.com/tracihedlund/boawalkthrough.html).
  9. Bain, Id like the scores and all that please: b.j.van.soldt (AT) inter (dot) nl (dot) net
  10. I'm afraid I already have 3 windows testers, so I don't really have any use for you as a tester anymore, sorry...
  11. Sent out the beta versions. Still, testers are welcome, especially Mac testers! I'd want two OSX testers all in all, have one right now. So if you want to test and are on OSX, come and test!
  12. Yes, and we know, it has been established several times already, before and during the existence of this thread.
  13. .meg...? That's BoE format. No, the custom sounds are put in the cmg file (I assume .meg was just a typo, since before you guys were discussing BoE stuff, right?). Basically, how it works: you copy/paste the sound you want to have in your scenario, into the cmg file and assign it an already existing sound number. Now, when you open the scenario, BoA first checks the cmg gile, causing the game to copy the custom sounds over its own, core, sounds. Thus, you have custom sounds in your scenario. Which brings us to why custom sounds don't work in Windows: there is no such thing in the Win BoA. It checks for BMP files, but nothing else (presumably), whereas the Mac BoA checks the entire cmg file. Therefor, in order to get custom sounds in Win Boa, you need to hack the executable, which we'd rather not do.
  14. Nah, Custom sounds work very well in my version, and I don't really see a reason for it not to work on your computer, but we'll see. If they don't and it works with others, then I'm actually leaving it to your computer. If it doesn't work for others, I wouldn't really know what the problem is.
  15. Much faster than I had ever imagined it to be, I'm calling a beta for the sequel to HIM: HIM:The Wolf at the Door. The scenario can be completed in under than 30 minutes, is my guess. You don't have to have played HIM 1 to understand HIM 2, but it'd be nice if you had (*wink* *wink* *nudge* *nudge*) So, if you want to test, please fill out these details: Name (which will be the name I'll put in the readme file): OS: (note: there ARE custom sounds, but windows users will not be able to hear them in-game. Still wanna hear them? Download them at thralni.ermarian.net/scenarios/scenarios.html) Previous experience (not strictly necessary, but it may help) email adress I'm looking for two windows and two mac testers. Still, if you want to help, just apply. I might need you for a second round!
  16. Originally Posted By: Ishad Nha Currently a wall segment blocks the entire square to other terrains. I was thinking about having walls lie on lines between squares so the squares would not be blocked to other terrain types. This requires that they be a third terrain type along with floors and terrain. Unless a new call is created: is_wall(). I don't know if BoA uses arrays and pointers. If it does not then that is one less problem. This can be very easily by-passed: import the wall as a new terrain number in your scenario's datascript, and use te_second_icon to place another icon over it. That way you can "place" terrain on spaces with walls. Ephesos does it in Shades of Gray, and I'm doing it in TNS/ Except that it takes up some terrain slots, it *does* work well.
  17. In the end I used the method I suggested. I also wanted to monsters that took only three steps, and that couldn't have been done neatly with deduct_ap. I realize I could have given them an extra 2 ap with the datascript, but I voted aginst that. Anyway, it works as I wanted now, and that's the important thing.
  18. Niemand: 8 AP. Wow. And yeah, I gues you're right about my method... Thanks I started doubting now abotu what method to use. I think I'll just use Smoo' method, and if I see it doesn't work as expected, I'll do what I suggested earlier.
  19. Christ, your right Smoo! Completely forgot about that. I shall use that, and if it works, hooray. Otherwise, I'll just use what I showed in this thread. Nioca: actually, what I figured later, is that I should start at 0, then add 1 every time the monster takes a step, and when it reaches 2, set it back to 0 and end the turn. I'll try Smoo's suggestion first, though.
  20. I'm mainly asking because I wanted to know what guys like you would have done, and not waste again a few hours on things that won't work anyway. So, I'll try this and come back when I tested it.
  21. Got a problem here... I have a monster in my scenario, that should be constantly trying to follow the party, and it does that, that's all working right. But, it should not be doing that as fast as it does it now. problem is this: I want it to only take two steps, yet now it's taking a lot more, three or even four. In the datacscript I made sure the ap bonus of this monster is -2 (Hoping that the normal amount of ap is 4). So, i need a way to solve this. I've been thinking of ways, but maybe you guys can come up with better stuff. My idea was a variable gradually decreasing: Code: int action;action = 2;//monster follows partyaction = action - 1;// the monster takes a step, and action decreases. Then when it has reached 0:if (action == 0) {action = 2;end_combat_turn(); // (or whatever the call's name was) This bit of code is rather ppor in appearnce, I know. That's because I was too lazy to take the actual script and put these bits in the correct spots.
  22. Iffy, what exactly is it you want? I see you quoted HIM scripts, and you say you want something like in HIM. Do you mean the earthquakes? If you want, you can send me a PM and I can tell you what is happening in the scripts of HIM. I think that probably, if you understand better what is going on in these scripts, you'll also better understand the working of ticks.
  23. Thanks Niemand. It's a lot clearer now. I implemented it in the script.
  24. In the end I'll use Niemand's way of doing it I guess, but man, I hardly understand what you are doing there... Could you explain, line for line, slowly, what it is you are doing? For example, I never knew something like i++; can be done, never ever seen it even.
  25. Originally Posted By: The Almighty Doer of Stuff Is this another Radiohead scenario? On another note, this is the first time I've ever actually saved to my computer, with intent to put it on my music player no less, a piece of music created by a Spidwebber. In that case, thank you. I'm glad you like the piece of music. And, no... it's not a radiohead scenario. It is not inspired on anything Radiohead. Thuryl: *sigh*
×
×
  • Create New...