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Dahak

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Everything posted by Dahak

  1. How? I used PS to make them. All are made/chopped from the BoA graphics/Avernum Series/Nethergate graphics. Edit: Remove the cliff terrain and see why. Unless Jeff has changed the code (I don't think so) there will be this big ugly spot created by a floor lower than the level.
  2. How? I used PS to make them. All are made/chopped from the BoA graphics/Avernum Series/Nethergate graphics. Edit: Remove the cliff terrain and see why. Unless Jeff has changed the code (I don't think so) there will be this big ugly spot created by a floor lower than the level.
  3. Ohh. I forgot I had this link. I didn't check to see how many of the links are alive, but it was useful: http://www.hut.fi/~vesanto/link.useful/maps/castles.html
  4. Ohh. I forgot I had this link. I didn't check to see how many of the links are alive, but it was useful: http://www.hut.fi/~vesanto/link.useful/maps/castles.html
  5. Why or how? edit: Why = See if I can make an actual bridge How = 3 problems: Deal with the cliff message Show water flowing underneath Show 3D bridge The water is low so the height is the same (deals with message. The terrain/party height is up to align with the supposed height. Thus is you want a bridge 3 cliffs above the water, you place the water floor 3 cliffs down. The bridge terrain is placed 3 cliffs above the water. The bridge is aligned with the top. A need for a cliff side exist to cover over the blackness created required a few extra terrains. They had to be placed elsewhere using an offset to align them.
  6. Why or how? edit: Why = See if I can make an actual bridge How = 3 problems: Deal with the cliff message Show water flowing underneath Show 3D bridge The water is low so the height is the same (deals with message. The terrain/party height is up to align with the supposed height. Thus is you want a bridge 3 cliffs above the water, you place the water floor 3 cliffs down. The bridge terrain is placed 3 cliffs above the water. The bridge is aligned with the top. A need for a cliff side exist to cover over the blackness created required a few extra terrains. They had to be placed elsewhere using an offset to align them.
  7. If you use height adjustments to make walls, then do not make the walls more than 1 higher than the ground. Otherwise you can't see.
  8. If you use height adjustments to make walls, then do not make the walls more than 1 higher than the ground. Otherwise you can't see.
  9. I found the problem. I had the light radius at 9 before, but when I changed it via the script, nothing happened. When I opened the editor and saved, the change was saved. Is it the editors that decide on the light radius and not the data scripts?
  10. Is there some sort of cap on the light radius? I tried to place a terrain with a radius of 16, but it seems to be limited to 9. Is it just me? 6 bright + 1 for each light lvl down past that 6 radius = 9 radius.
  11. Outdoors, 2D or 3D. Usually 2D. Edit: Remember, you cannot scroll from town to town. You have to load them. Personally, I'm just saving and loading instead of scrolling outdoors. If you do that or save before you cross-over, then no problem (no dialog box).
  12. Import is good! ? Bug: After I scroll, I DO NOT have a accidental click occurring (yay!). However, unless I click again (nothing happens!) the editor assumes I am holding down the mouse. I borrowed a USB mouse from another computer and had the same problem. What happened? If it weren't for the USB mouse having the same trouble, I'd say it was a touchy trackpad. Edit: Nevermind what I said about the corner walls.
  13. This is carry-over from the last thread: I realize I wasn't clear. Terrains may have the te_special_property 19 through 30 (hills). This special property is ignored if it lies outside the town's defined boundary. Thus if a party attempts to exit town onto a hill, they will get a "do you wish to jump off the cliff" message. An example is Emerald Mountain. Try to exit the town directly from the hill. (This is evident in the lower west side) Note: Hill = Terrain & Height = Height. Heights are not terrains.
  14. I mean the town boundary. That little line that defines where the party leaves town.
  15. Hills do not work past the town boundary.
  16. Thanks. Maybe you should e-mail Jeff. He has the same problem.
  17. I wanted to check something else so I did the following: Test A was made with the Vogel editor Test B was made with the Vogel editor Test C was made with the 3D editor Test D was made with the 3D editor A - D are NOT using custom floors/terrains Vogel & Vogel Large town imported from A to B using the Vogel editor : Good Large town imported from A to B using the 3D editor : Good Large town imported from B to A using the Vogel editor : Good Large town imported from B to A using the 3D editor : Good 3D & 3D Large town imported from C to D using the Vogel editor : Good Large town imported from C to D using the 3D editor : Good Large town imported from D to C using the Vogel editor : Good Large town imported from D to C using the 3D editor : Good 3D & Vogel Large town imported from A to C using the Vogel editor : Good Large town imported from A to C using the 3D editor : Good Large town imported from C to A using the Vogel editor : Good Large town imported from C to A using the 3D editor : Good Odd thing is that I had no problems. I made other test scenarios via the 3D editor and I had problems galore. I remember having this issue last summer when the 3D editor first came out. I found a solution, but I can't remember. I'll check the posts. Edit: Found it Quote: Another bug: Imports of large towns become corrupted. This problem exists in Spiderweb's Editor and Issac's, so I will e-mail Jeff about the problem. EDIT: Never mind about the corruption. I just had to open the scenatio I import from and save the scenario while each large town was loaded in memory. I don't know only the import would corrupt, but it isn't the editor's fault. I'll double check. Dang. I forgot. I had this problem when importing from within the scenario (i.e. B town1 to B town2). I was so hoping that would fix the problem. Notus: Download this and import any large town (2, 3, 4, 5, 6, 7, or 8).
  18. Code: switch (scenario.town_size[which_town]) { case 0: len = sizeof(big_tr_type); error = FSRead(file_id, &len, (char *) &t_d); if (error != 0) {FSClose(file_id); oops_error(204);} if (this_is_windows_scenario) t_d.port(); break; case 1: len = sizeof(ave_tr_type); error = FSRead(file_id, &len, (char *) &ave_t); if (error != 0) {FSClose(file_id); oops_error(205);} if (this_is_windows_scenario) ave_t.port(); for (i = 0; i < 48; i++) for (j = 0; j < 48; j++) { t_d.terrain[i][j] = ave_t.terrain[i][j]; t_d.floor[i][j] = ave_t.floor[i][j]; t_d.height[i][j] = ave_t.height[i][j]; t_d.lighting[i][j] = ave_t.lighting[i][j]; } break; case 2: len = sizeof(tiny_tr_type); error = FSRead(file_id,&len , (char *) &tiny_t); if (error != 0) {FSClose(file_id); oops_error(206);} if (this_is_windows_scenario) tiny_t.port(); for (i = 0; i < 32; i++) for (j = 0; j < 32; j++) { t_d.terrain[i][j] = tiny_t.terrain[i][j]; t_d.floor[i][j] = tiny_t.floor[i][j]; t_d.height[i][j] = tiny_t.height[i][j]; t_d.lighting[i][j] = tiny_t.lighting[i][j]; } break; } You mean this? The problem happens with every scenario. I haven't had any problems with the original scenarios (Vogel's), but all others released have trouble. Also, no scenario has trouble importing from itself. Edit: Case for the large towns seems incomplete.
  19. Hm. The scenarios were made on Macintosh computers I believe (mine, TM, Vogel, and Stareye). I could not find a common thread among those that import correct and those that do not. I even tried making a new scenario via the 3D editor and another via the Vogel editor. I placed a spot of cave floor, tried to import, BAM. Screwy terrain and heights (I had heights of 255 mostly). And yet again a 48x48 square was affected. The rest of the town is unchanged. The unchanged is what was there before import.
  20. Hm. I usually play against the establishment. Usually because the designer has to give the rebels some edge else they quickly lose.
  21. Morally evil is a matter of perspective. Present a good case for the "evil" side and ask the party to join. I don't think I'd play the for the "evil" side any other way.
  22. Another bug: Import Town for Large towns creates garbage in the town written over. No problems with Medium or Small towns. The problem exists for Jeff's Editor also. At first I thought it was the custom graphics of the town, but even with a duplicate .cmg and data file, the problem exists. Also, medium and small towns with custom graphics have no problems. The problem is not consistant. I have had screw-ups from importing other peoples towns. Outdoors imports okay. If the town is imported into the scenario it came from, then the problem does not exist. edit: Height, floors, terrain, and even creatures become scrambled. Also, the imprted terrain is always a 48x48 square. It should be 64x64. E-mailing snapshot.
  23. Is there a way to set a flag when an item is bought?
  24. I'm looking for a way to check to see if a shop has an item in stock and if not then to add it. Possible?
  25. ALL Terrain (only terrain) in 3D edit mode show 4 copies of the original floating above the terrain. In realistic mode, there are as many copies as the height of the wall. Also, some terrains are not displayed. The problem exists for towns and outdoors. E-mailed snapshots.
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