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Posts posted by Aran
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I am expecting to see a surge in new members by the time the January stats come around, too. Happens whenever a new game gets out - look at GF3, the joining and post rates almost doubled in a month.
These forums are going to be a little less quiet and peaceful for some time... :-/
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There's a significant difference in their height above sea level.Quote:Originally written by Thuryl:
Eh, close enough. They're both smallish nations in the middle of the ocean.
Also, for the sake of a modship, I would be ready to post pictures of myself covered by blue war paint and to a far lesser extent by clothes if nobody here knew my real name. As it is, I don't feel anonymous enough. So you'll be spared that sight. -
Linux is what Max OSX will never be: Free.Quote:Originally written by Delicious Vlish:
Mac OSX is pretty much what Linux might be one day. A finely tuned highly polished user friendly *NIX based OS.
Plus, the penguin is cuter. -
YOU MEAN LIKE THIS???????!!!!!!!1111Quote:Originally written by Zoso:
First off, use caps and punctuation.
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As long as you attempt to define Linux in terms of Windows, you cannot understand it.

Google will tell you:
There are many key differences between Linux and other Operating Systems, but one of the most important ones (besides it being free and developed by volunteers) is that it is based on a command line system. There is very little you can do in the graphical interface of Linux that you could not do in the command line mode.Quote:Linux is: Linux is a free open-source operating system based on Unix. Linux was originally created by Linus Torvalds with the assistance of developers from around the globe.
Unix is: An operating system co-created by AT&T researchers Dennis Ritchie and Ken Thompson. Unix is well known for its relative hardware independence and portable application interfaces. Lots of big companies are using Unix servers for its reliability and scalability. Some of the popular Unix flavours are: Linux, Solaris, HP-UX, AIX, etc.
An Operating System is: The software that the rest of the software depends on to make the computer functional. On most PCs this is Windows or the Macintosh OS. Unix and Linux are other operating systems often found in scientific and technical environments.
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It wasn't even especially funny.Quote:Originally written by Ephesos:
Ow, ow, ow, ow... that caliber of joke was outlawed by the Geneva Convention.Quote:Originally written by Synergy67:
Hey, Juneau what the capital of Alaska is? Al-askya later.
Alo: Maryland? -
Motrax?Quote:Originally written by *i:
if someone found out Alorael is really none other than...eeek!

Well, that's an old conspiracy theory, but I have also heard rumors he does not live in Alaska at all. -
We still have plenty of forums to go before the apocalypse...Quote:Originally written by Icshi:
Hmmm… I see that Forum 20 has made its appearance—
All gloom and doom aside, though:
Congrats, Delicious Vlish! You're a great asset to these boards, and I'm delighted that you're going to be one of this forum's moderators. I'm sure you'll do an excellent job! -
It's done worse, as you'd be among the first to admit (the administration of SW, not the board, that is).Quote:Originally written by Kasumetoru Sai:
I nominate me as well.
Not that it wouldn't be one of the most profoundly stupid measures the administration would have done in years...
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Putting Kel and TM in joint charge of a forum would prove... interesting. -
I object to 2 of your nominations, but I'm not saying which. I like Alorael and TM.Quote:Originally written by Jumpin' Salmon:
No mods?
I nominate Alorael, TM, Thralni, and ADoS
*this message sponsored by Clint Eastwood *
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Thuryl, how the hell do you arrive at the wild guess that by "Cretecs" he means "Celts"?
Also, a bonus for consistency in "questoins". Write it wrong once, write it wrong forever.

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I like it when people say "Yea" instead of Yeah. I can pretend to myself they share my liking for archaic English, rather than, you know, being unable to type properly.Quote:Originally written by Kelandon:
I'm tempted just to lock this topic since it's been done so many times before, but I'll be good and let it go. No, Exile III should not be multiplayer, because turn-based games don't translate well into multiplayer mode, especially not the Exile engine. The GF engine could make a reasonable multiplayer game, but it probably never will.
Does it bother anyone else when people write "yea" and mean "yeah"? "Yea" is a different (albeit archaic) word with a different pronunciation and meaning.
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Yes, I'd figured as much. To have a wall around it, you need this kind of square as the smallest unit:
What does the script do when it finds a smaller pit? Wall it improperly, return an error, or just leave it alone?Code:.....BB..BB.....(B=blackness)
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I haven't had a chance to try it, and won't for the next few days, but that looks awesome!
One square pits shouldn't be an issue really - after all, they really don't occur that often in everyday town designs, and when they do, they rarely need to be walled in.Quote:It only works if each pit square is in groups of at least two.Many thanks for that code!
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The idea is to have the levels change both ways - going up, and going down, the level is regenerated anew every time. Even after reloading from a saved game, the levels would be generated differently.
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With infinite variety for the cave design, a small cave would not be a problem. Even the 48*48 (that's the minimum for BoA, right? There were smaller ones in BoE, though) square would be big enough for a few rooms and tunnels, and a couple of monsters placed strategically. Add to that a bit of fancy stuff to randomly generate monsters - this could be called while the player explores, which should move it out of the initial thread of commands - and the level is done...
Of course, it sounds way easier than it would be. Still, after November is out I might fiddle around a little with the editor and try out some of these concepts.
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I made this list for Geneforge I. It is likely outdated, though.
On second thought, it isn't. I've compared the scripts, and there appear to be no differences worth mentioning.
Edit: That, or I in fact made an item list for Geneforge II back then and just remembered it wrong. In either case, this is the item list you probably want.
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No, but the editor is open-source, and assuming that Jeff somehow coded an algorithm that sets these walls, it might be possible to use the same algorithm to set the walls in the game.Quote:Originally written by Thuryl:
Not every editor function has a corresponding script call.
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The mage is usually named Daryl Mycroft, an expansion upon the standard name from Avernum. The other mage is Adrianna, Jenneke and Thissa remain the same, as does Frrr.
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There's a function in the editor that puts walls around an enclosed space, right? Perhaps one might adapt that somehow...
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It is always easier to port something you have coded yourself. Also... do you *have* the Angband code? Because I sure don't, and don't know where or how to obtain it if it is available anywhere...
Edit: New idea! I could leave the walls out in the beginning, and then go over the map to check for boundaries between blackness and cave floor, and put walls in. Not sure if the 64k command thingy would kick in by that time though...
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Couldn't hold the ideas back any longer - I've started to make some basic functions that generate rooms in an ascii-format.
Of course, coding functions like this in Avernumscript rather than PHP or Java will be a lot different - besides, walls are no longer separate floor squares unlike in the Exile engine.
Still.
A function to create a room, and a function to connect two rooms via a single-space tunnel, randomly. It would need a lot of work even in the present form, and after that, porting it to Avernumscript would be something else entirely.Code:############## #............# #............# #######################............# ###..................................# #......##################............# #......# ############## #......# #......# #......# #......# #......# #......# #......# ######## ############# #...........####### #####.####............# ###.....# #............# ##...##### #............# ######## #..### #............# #......# #.## #............# #......# #.# ############## #......# #.# #......######.# #.............# #......######## #......# #......# #......# ########
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Mh. It would probably be better to have full light in the cavern - it's impossible to have varying light anyway, and that will make it easier to redraw the outmap.
This is getting interesting. Once I'm done with my Nano writing, I'll see if I can make some test or proof of concept thing for an infinite cave.

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So it's a safeguard against endless loops, I assume. Well, 64k is still quite a lot, especially considering that you don't need to call them all at once.
Every sixth space due to the range of LOS, presumably. Is it possible for the player to have a reduced LOS for some reason?Quote:Originally written by Shingai no Junkyousha:Well, what you could do is use rectangle calls to clear the whole town and then place the party on every sixth space or something. Then, you'd use the stairway node to place the party back at the beginning of the town.
(Stairway nodes reset all terrain to the way you set it in the editor.)
By the way, is this noticable to the player? They do get moved around somewhat after all. Does the screen get redrawn in that time, or is the moving invisible?
Oh... if the stairway nodes reset the town's terrain (does that include the floors, btw?), then I could just start out with a blank town and generate the dungeon on each entry after the stairway node, it would save the blanking out.

Help! I think I broke my game!
in The Exile Trilogy
Posted
Notye but Neyse - Quit your *****ing.