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Croikle

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Everything posted by Croikle

  1. I think the installers had the same creation date for me, which would mean that they are the same. Of course, I might be misremembering...
  2. Wow, I never knew about the 'c' -> cast spell shortcut. I'd always used 'm' for mage spells and 'p' for priest spells, which should allow you to cast priest spells the way you want to. (pa1 to heal the frontman, for example) Putting some explicit directions in the manual for how to see what spells you know and at what level would be nice; it took me forever to find the button, even though it's right there in the skill screen. I had given up on it until I saw some discussions here about people's levels in spells. Somehow it didn't look like something I'd click to get more info, I guess.
  3. Quote: Originally written by Randomizer: First there is a design flaw. If you are using a laptop, F3 and F4 are reserved for sound control. To use F3 and F4 instead of the volume controls, press the 'fn' key in the bottom left corner of your keyboard and then press the key. You can also switch this behavior in the Keyboard & Mouse preference pane, but I doubt you want to do that.
  4. I've encountered the missing item problem, though I believe it's because of my adventuring in the blackness before registering. The items appeared as usual then, but after I registered the items in some areas around where I had been disappeared. I think it was limited to areas which had been loaded when I was wandering, since I haven't encountered the problem in further journeys. Also, I think that some items respawned (say, treasure in the Bandit Castle), though that could be an effect of loading a save outside the demo barrier.
  5. Level 13 seems a bit low for Almaria, though I generally try to exhaust an area before proceeding, so I might have higher level anyway. There is a secret passage, though; talk to people in Camp Samuels for some hints.
  6. Registration and prefs should be continuous, since they aren't dependent on the app's folder. To transfer your saves, I think that moving the Save# folders from Avernum 4 Files in your old installation to Avernum 4 Files in the new one should work.
  7. Dude, that guy gives you something which breaks their protection? I never knew that, since I cleared that place before I even touched the Honeycomb. I just hit them with acid spray, since they don't resist that and you can do 35 damage per round or so. The basic plan is to acid, slow, and tough it out, though that can get sort of boring. Well, it worked in the end, but I guess I should have listened to Elder Arron...
  8. Talk to Kelner in the Tower of the Magi. He'll teach you if you clear out the "evil presence" in the ruins.
  9. Talk to the priestess in Formello. If she sells you spells, then you've done it. Otherwise, she'll tell you where to go.
  10. Uh, Carbonized stuff should work on OS 9. You might want to check whether you have the most recent version of CarbonLib, I guess.
  11. For the axe quest, you need to find the saw as well. It's farther to the west. I'm not sure about the other quest, though I'd try talking to the merchant. What does the mission description say?
  12. The waist can be moved without much difficulty. I actually did move it forward some in the attack animation, but not by much. It's a lot easier to see how it all works when it's in-game and actually animated, but I'm not sure what the best way to make that available for criticism. I guess simple animations would do, and would be helpful. Ah, maybe I'll do that tomorrow. It's taken a lot of experimenting to be able to do this stuff with Blender, but it's fun now that I can make things like this. There's still so much to be learned, of course...
  13. I've tried some. Plated ones look fine, darker as usual. The reddish one looks yellow, but so does the clawbug, I think. I don't know about the blue one in the fruit farmer's basement, or any other ones. Thanks for all the positive feedback; it's nice to know I'm appreciated.
  14. Actually, I made some chitrach graphics using Blender a couple days after this topic appeared, and sent them to spidweb@spidweb.com. I still haven't received any reply; should that have been spidweb@spiderwebsoftware.com? (I just sent a note to that one now, actually, so we'll see if anything happens.) I'll post what I have here for everyone to comment on; they're not final, and the colors and lighting aren't quite right yet (in particular, they don't stand out well against that yellow ground in the Eastern Gallery, and the back is a little light), but those can be quickly fixed and rerendered, along with whatever other suggestions people might have. I don't know what the best way to put these into your game would be; I used ResEdit on a copy of 'Avernum 4 Char Graphics' to replace the clawbugs with these, but that's a bit technical. If you try, please make a backup copy of any file you start messing with. (I'm not inclined to host a 6.4MB file with the changed graphics, obviously) Graphics: Attack Die Flinch Rest I'd appreciate any constructive input you all have. Thanks!
  15. More direction issues: Dorun, east of Mertis, says Thorious lives to the southwest, when in fact he lives to the southeast.
  16. However, the portal still works, though it's rather ineffective when you can't return. Also, the reload -> Fort Monastery trick could possibly be useful: if you're trapped in a tight spot, just save, reload, and poof! You'd still have to walk to the portal to get in the right general area, and that's a long way to go each time, so usefulness is limited. Exploiting the black space, it's possible to get into and beat the Bandit Castle, which is still in the demo area. I don't really want to try getting to the giant lands west of Grindstone, though... It really makes you appreciate the value of seeing terrain and walls when you have to go around blind, don't you think?
  17. Quote: Originally written by m's devotee: Does anyone here know who Croikle was? Was/is he a part of this community? I do. I was just passing through and happened to see this, with a stroke of luck. I was active earlier, when I had lots of free time to play RPGs, but unfortunately academics has gotten in the way. It's nice to see that people still remember me from however many years ago as the one who started all this. If I had gotten into GF2 more I might have made an editor (after all, most of the work was already done), but making the first editor kind of spoiled the fun of the story, since I had to look at a lot of the scripts to learn all of the information. Still, it was fun to make, since I had to discover the format of the scripts just from looking at examples and seeing how they worked in the game. This looks like an interesting idea for an editor, though it has the possibility to really screw up your game (and it's only for Windows). There's a lot more you can do when you're editing the memory than when you're just doing what the scenario can do. Neat project!
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