Jump to content

Search the Community

Showing results for tags 'Editor'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Spiderweb’s General Boards
    • General
    • Tech Support
    • Announcements
  • Spiderweb’s Game Boards
    • Avernum Trilogy (2011-2018 remake versions)
    • Avadon Series
    • Second Avernum Trilogy
    • Geneforge Series
    • Avernum Trilogy (2000-2002 original versions)
    • Nethergate and Nethergate: Resurrection
    • Blades of Avernum
    • Blades of Avernum Editor
    • Blades of Exile
    • The Exile Trilogy

Blogs

  • One day, I'll have a techno band.
  • Crystal Souls
  • Jewels of the Mind
  • Avernum RP — Knights of Old Avernum
  • Masala of Life
  • Zummi's Blog
  • Aʀᴀɴ௵ᴄᴀʏᴛᴀʀ
  • After the Gold Rush
  • feilangxiao's Blog
  • Tales from Lynaeus
  • Dying Light
  • BJearles' Blog
  • The Life and Times of Dr. Alorael
  • Ir the Great's Blog
  • Tgiiif_2004's Blog
  • Tevildo's Blog
  • wenyue's Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


ICQ


Yahoo


Jabber


Skype


Website URL


Location


Real Name


Favorite Games


Interests

Found 4 results

  1. Here's a link to my Geneforge 5 editor that I had previously uploaded in my older, dead thread. The files are compressed into a .rar file, so I'd recommend getting winrar or some program that can work with .rar files The instructions in this thread are also included in the README.txt file included with the editor. ***Before using this editor, you need to BACK UP your Geneforge 5 SCRIPTS folder before you replace any of the original files with mine.*** ***Also, this editor is not supported by Spiderweb Software and if you decide to use this editor you are doing so at your own risk.*** Here's the link: Ganduv's Geneforge 5 Editor *INSTRUCTIONS* First, find where your Geneforge 5 scripts folder is. Look for a folder called "Geneforge 5" and open it, you should then see a folder called "Data" in there somewhere. Open that, and then a folder named "Scripts" should be in there. You should back up that folder before you do anything else. Also, remember the path/location of that folder because you'll need that for the next steps. After downloading the zip file, go ahead and extract it somewhere.(you can create a new folder in your Documents directory, extract it to a folder on your desktop, doesn't really matter as long as you know how to navigate to wherever you're extracting the files to) THE EASIEST WAY to "install" my editor is to simply right click the zip file, choose the Extract files... option (assuming you're using winrar to extract) and navigate to your Geneforge 5 scripts folder. After choosing to extract to the scripts folder, a box will appear asking if you'd like to replace the existing file. Assuming you already backed up your scripts folder, go ahead and choose "Yes to All". If you used this method, you can skip the part below. |SKIP IF YOU EXTRACTED TO YOUR SCRIPTS FOLDER USING THE ABOVE MENTIONED METHOD| After you save the files for the editor, go to your Geneforge 5 Scripts folder, and simply replace the gf5itemschars, z0pacificdlg, and z1Tminahdlg text files with the ones from my editor. One way to do so is by selecting the editor's gf5itemschars.txt z0pacificdlg.txt and z1Tminahdlg.txt files(hold the CTRL key to select multiple files at once), right click on one of the selected files (so the other files stay selected as well) and clicking on the copy option. Then, navigate to your Geneforge 5/data/scripts folder, right click somewhere in there, and click the paste option. After doing so, a dialog box will appear telling you the destination already has files with the same name. Assuming you backed your script files up, (you really should've) go ahead and choose to replace the files in the destination. Assuming you followed my instructions correctly, you can go ahead and launch Geneforge 5. To use the first part of the editor go interact with the Pacification Pylon's crystal spire in the Pacification Fields. This part is used for increasing skills, spells, shaping abilities, and gaining experience. To use the second part interact with the first sign you see after you enter Minallah from the Pacification Fields. This part is for gear and item creation. Also, in the gf5itemschars.txt file, at the very bottom are the god-mode type items I added and you can change the values on those as you like. So, there you go. Glad I was able to find my files for this editor so I could re-post it. Hope you all enjoy!
  2. Hello, I am from an Argentinian educative project. We have been meaning to do educational RPGs for teens, teaching them social and ethical values and skills. We are a new branch of a long-standing foundation (see about it on web1x1.org , although it is a very outdated page, and only available on Spanish) We know of other Vogel games with community-made map editors, which have not been rebuked by the creator, such as the Geneforge 5 zone editor. However, it is our feel that Geneforge has a more "gamey" approach, and more outdated graphics, and that an avadon-like game is much better for a project for social and ethical skills, because of the party-based gameplay with teammate dialog interaction, and the complex moral decisions of quests (although many of them in the original game sort-of require you to kill for naught as with the harmless Splinterbone, and you are encouraged to do it for reward - fortunately, this one is optional). Anyways, although the original game does offer a very rich landscape and so on, we would like to completely re-use the engine (including changing the graphics and scripts) for posing educational social and practical conundrums. We have considered other options like RPGmaker and FLARE but the first is very clumsy and lacks a practical ingame UI, and the second one is still in alpha development. We know the source code of the game isn't free because of valid commercial concerns (AKA other people would use this to make their competing games which is no good for the original creator), however we 1- don't require the source code, only a way to make maps 2- the same executable could be used as original Avadon, and 3- we can already replace scripts and graphics since these are fortunately not encrypted). We would even encourage students to purchase the original game. Basically, our version would be a total conversion mod to be applied over it, with completely changed characters, quests and location. Is there an editor already available or in the works? If not, you think we have any chance contacting Vogel to lend us his? Regards, NimoStar and the Un Mundo un Pueblo (One World One People) informatics team.
  3. Geased

    geneforge 3 editor

    Does anyone have a copies of the Geneforge 3 editor scripts? The links in Geneforge 3 editor in the strategy central above do not work. Any help would be appreciated thanks.
  4. I decided to start this thread to share scripting advice with similar minded people so that we don't have to reinvent the wheel every time. Using "exhaustive search" technique and this trick: In a dialog script (signposts are nice), put this temporary script (Remember to remove it after testing!): code = num=10; // It can be whatever number you want from the creatures in the zone // you can see the numbers if you use the editor. add_char_to_party(num); temp=1; while (temp<3005) { if (char_in_party(temp) > 0) { change_coins(temp); } temp=temp+1; } break; You talk to the signpost, creature 10 is added to your party (if spawned) and then you see its number from the coins you gained. I don't know how good you're in scripting, so I'll add this: At the beginning of the zone dialogue txt, you should have: // dlg.txt begintalkscript; variables; short num; short temp; MY PROBLEM: And that's a big one, so please help. Not all creatures seem to have a "total" number! After ~20 hours of work I can't find the number for the mages in the bone peaks. I can do some stuff to circumvent it and not lose a whole quest chain, but it would be far simpler and more efficient if I could find, or generate, some identifier for them to see if they're in party. Else if I put a flag when they're recruited and then they die or are dismissed, the events will keep happening...
×