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Celtic Minstrel

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About Celtic Minstrel

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    Blades of Exile Maintainer

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  1. Hexedit for flying status in Exile 3

    While I can say it's almost certainly (mostly) possible, I have no idea how you'd do it. You could try examining the (known) Blades of Exile legacy save file format (which should be pretty similar) to try and figure out where that would be in the Exile 3 format, then use trial and error to work out the exact location from that approximation. I don't think you can confer a permanent flying effect, though, particularly since it automatically expires whenever you enter a town.
  2. Exile Remaster

    I've pushed all the fixes from your second post to master. Thanks for the help! Yeah, it's certainly less convenient to have to build it yourself. It's pretty inconvenient to have to manually release new builds though, too. Especially for platforms other than Windows where I can't even be sure my builds will work.
  3. Is it Possible to Magnify the graphics?

    It's possible in the buggy new version, though I don't think I've released a build yet with that capability (so you'd need to build the game yourself).
  4. Request to use Blades of Exile graphics

    I would recommend emailing the original artist if you want to use the BoE graphics, though as ADoS says it's technically not necessary given the GPL on OBoE.
  5. Complete Exile 2 outdoor map (massive spoilers)

    Oh, I think I see what you mean now. Pretty sure BoE does also have these corners in addition to the separate wall-round-off corners.
  6. Complete Exile 2 outdoor map (massive spoilers)

    Personally I would've preferred seeing this in the newer graphics, but nevertheless it looks pretty good. At least in Blades of Exile, the corners aren't used for water and lava - instead, they're applied to the corners of the artificial walls (stone, adobe, or basalt). A water/lava corner simply gets both west and north frills, for example.
  7. Exile Remaster

    A new release build is probably possible right now, I guess. I honestly think it would be better for interested people to check out and compile master, though. Especially Mac users, since I'm not sure whether builds I make will run properly on the latest OSX - the gulf just keeps widening and I wouldn't be surprised if there's a point where stuff deprecated since 10.7 is simply removed.
  8. Let's Play Blades of Avernum!

    Another option is labelling them that way here in this thread, rather than on Youtube.
  9. Homeland progress report

    Whoa cliffs overdose. O_O
  10. Blades of Exile for Linux :D

    *blinks* Okay, I think we must have been talking past each other, because I was talking about Open Blades of Exile, not Exile III. Sorry for the confusion. Note that Exile III for Windows is not a 32-bit app. It's a 16-bit app. 32-bit apps can run on 64-bit computers, and 16-bit apps can run on 32-bit computers, but 16-bit apps cannot run on 64-bit computers. And uh, if I was going to go the virtualization route, why Windows on Linux? I barely use Linux at all, and I do use Microsoft Visual Studio since it's actually a pretty good IDE. Virtualizing Linux on Windows would seem to be a smarter plan if I were to go that way.
  11. Blades of Exile for Linux :D

    The linux branch is out-of-date. If you could merge master into the linux branch, I would expect it to work, but can't be certain (and the merge is probably not a clean one in any case). I'll get to that merge eventually; I just keep putting it off because booting up Linux means shutting down Windows. The scons script "installs" the game in the source directory, under "build/Blades of Exile/", so if it said the build succeeded, that's where you'd have to look. If the build failed, I'd like to hear why. Note that the scons script doesn't quite seem to work on Windows (I was working on that a couple days ago).
  12. Blades of Exile for Linux :D

    OBoE does not use SDL, GTK+, or wxWidgets, though there is a possibility that the Linux port would have to use GTK+ for menus and file dialogs (but I'd prefer Qt or wxWidgets if we absolutely have to; I've also been contemplating a custom menus implementation). What it does use for rendering is SFML. As far as I'm aware, the Linux branch is fully playable (unless there are game-breaking bugs that haven't been discovered). However, the lack of menus, combined with a bug in the "Save" function ("Save As" works, "Save" does not), means that it is impossible to save your game, so I wouldn't really recommend trying to complete a scenario on the latest linux branch build. The lack of menus also renders the scenario editor and party editor utterly useless.
  13. Feedback on MINOR GUI tweak please: Inventory (EDIT: No longer minor :/ )

    Oh right, you can remove spells of level 1-3 now, too. That's probably more reliable than removing mage/priest spell levels.
  14. Feedback on MINOR GUI tweak please: Inventory (EDIT: No longer minor :/ )

    Do you need to disable keystrokes to do that? Limiting magic can be done by changing the character's mage/priest spell levels, I would think (though it wouldn't be easy). Limiting the use of items should be possible by simply not giving any items, I think?
  15. Feedback on MINOR GUI tweak please: Inventory (EDIT: No longer minor :/ )

    None of this is possible currently, but bundling one or more "skins" with a scenario could indeed be a possibility in the future. (My reasoning for this is to create the possibility of an opening cutscene similar to Exile 3, where you have the terrain view and nothing else visible, though this could also be made possible without actually supporting custom skins.) However, disabling keystrokes? Why on earth would you want that?