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Aran

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Everything posted by Aran

  1. I have a cable connection from home that transmits around 100 Mbit/s (ie. 12.5 MB/s) in theory, in total. Partly due to the large number of users sharing it simultaneously, that usually works out to around 2.8-4 Mbit/s (350 to 500 K) for me. Not much better than DSL, but much cheaper (3$ a month, 10GByte monthly transfer)
  2. I don't recognize the name of Scott Evans... does he have a moniker he goes by as a designer? What did he make? I voted TM and Kelandon just to be different - I like both your works, why can't you just... you know. Edit: Ben - "Sensei", TM being TM, is the perfect word for it.
  3. Quote: Originally written by Eagle, the author soul: [QB]The reason why I call this a dull topic is because there are very few people who knows the answer... if there are anyone. Perhaps if we asked a game history profesional (I belive there is such an occupation nowadays.) we could find an answer on that question. EDIT: I made a couple of google searches. Found nothing. :| EDIT II: I made even more google searches. I found out that the first scenario editor may have been for Warcraft but there are conflicts. Google hits: http://www.mobygames.com/game/warcraft-orcs-humans/trivia http://www.download.com/Civilization-Call-to-Power-Update/3640-7491_4-7082974.html [/QB ] You seem to be unfamiliar with the purpose of discussion. A topic that can be answered swiftly is a dull topic, because there is no point in continuing to discuss on it.
  4. I think I found another set of maps at http://www.wam.umd.edu/~kks/index.html . But it's really a pity that site went down. Edit: The maps only show the Fort Draco/Motrax area, Fort Avernum/Cotra and the Honeycomb/Mertis/Tower of Magi. Fortunately, all I needed was the Tower of Magi.
  5. I just tried to view Silver's Annotated Maps of Avernum, and noticed that the server returns a 404. Does anyone else get this, and if yes, for how long has it been down? Are there any other versions of these maps online?
  6. This is Geneforge 3? I was so sure it was some Blades of Avernum scenario that had self-made wands...
  7. As well as the content of the error message of course.
  8. Quote: Originally written by Imban: This won't work too well. There's SOME check that's performed on VoDT to check whether or not it's been modified. If / once you change it too much, I think you might find yourself caught out. Actually, the check is done on the outdoor sections. I used to try out stuff in the unregistered version (and occasionally look at towns in other scenarios if they weren't passworded) by importing it to VoDT. It works. It's really exceptionally tedious however, it offers not even a quarter of the fun, and it's definitely more work than it's worth compared to the price.
  9. As close to locking as I can do.
  10. Quote: Originally written by Papa Donatus II: Practically none of my scenarios feature mystery, tests or puzzles. A scant number feature actual adventuring, and most of my combat is totally unbalanced- reasonable within the vacuum of itself, but otherwise game-breaking. To some of your points, I would shyly nod my head in agreement, if I was sure you were serious.
  11. I hear a curious FapFapFapFapFap noise in this topic. Is it the sound of spammers enjoying themselves with their post count?
  12. Quote: Originally written by Toasty Warm: I am interested in your strategies of using a singleton versus spellcasters. How do you build up spell resistance, fight multiple spell casters at once. I find it is fairly easy to handle melee combat as a singleton. I am running up against problems versus spell casters. I commonly use a singleton spellcaster... Well, scratch that, not entirely true. I use a pair of characters, both spellcasters (one priest, one mage).
  13. Ah yes. I already found the 3d editor from the sourceforge link in Notus' siggie. How could I ever design without this? Oh right. I couldn't.
  14. What is the status of this? Somehow, I missed the topic when it was posted, and I've been dying to see a 3d editor for Windows all this time. Is there any final version available yet?
  15. Well, with the character editor you can change the day. So with that, I could do it in 0 days. It's pretty much impossible to do it significantly under 20-25 days without the benefit of a walkthrough or previous experience. Finding out what to do next takes a lot of the time. This is not taking into account that someone could play by backing up the save file, exploring, then reloading and going again by the shortest way. I would count that as "previous experience".
  16. The Khassper scene in the Undead city, much more than the one where Kass tells you the Slith history, is roughly what I wanted to do. The way the player has to take another step to begin the scene is annoying, but I suppose it's unavoidable then.
  17. Okay, I suppose I'll just do it like that, and make it a little more obvious that the party should just step forward to see. (Incidentally, I went through that cutscene scene in Bahssikava just moments ago. ) Edit: Oh, and yes, in this instance, doing it like in Bahssikava does look stupid. It breaks the line of dialog, and I might be better off doing it like the Trahison cutscenes in Canopy. Perhaps I could end talk mode immediately before the node in question, and use a dialog box for that last bit...
  18. I'm a bare beginner at scripting, and there are a a few things that have driven me to utter despair. One of them is this. Here's what I'm trying to do: The party enters a town via teleport. With the first step they take, they get a message played (message_encounter()), telling them that a figure is visible in the distance. When they approach the person, another state automatically enters talk mode. So far, so good. But now, I want one response in the conversation (several, actually) to end talk mode, display a cutscene, and then re-enter talk mode. I've tried to do this with the following code: Code: begintalknode 17;state = 9;nextstate = 10;question = "...";text1 = "...";action = END_TALK;code = set_state(16); //The cutscene statebreak; Unfortunately, this executes the cutscene before leaving talk mode (I can tell by the way the computer pauses for a few seconds before leaving the talk window. Ouch. Next, I try this: Code: begintalknode 17;state = 9;nextstate = 10;question = "...";text1 = "...";action = END_TALK;code = end(); set_state(16); //The cutscene statebreak; Which, of course, leaves talk mode and does nothing else. The code beyond the end() is not read. Currently, I've tried a workaround that simply leaves talkmode, and then, when the player walks a step in any direction, starts the cutscene. But it looks very stupid. The conversation is far too long to use only dialog windows for it (TM has done that in Canopy with conversation between cutscenes, I believe). Is there any other way?
  19. Well, first of all, I recommend you post it to the Louvre database , which stores pretty much all BoA graphics. The submission form is here . Edit: I just realized that that won't work if you're on IE, since it will start up Outlook which you said doesn't work. Ouch. Then again, you could mail it to arancaytar.ilyaran at gmail.com, and I can pass them on to Brett.
  20. I think this is actually the third thread like this. Seems like Jeff has a large customer base on the southern hemisphere.
  21. Quote: Originally written by Le Martyre de la Terreur: Having Made My first town, I open it up in BoA (The Game) and hear endlessly the sound that you hear when you miss an enemy. FapFapFapFapFapFapFapFap How Do I Fix It? Is It Fixable? Turning off BoA has not helped and my right hand is nowhere to be seen. TM, you make me reconsider surfing here at work. You do know I'm killing myself here trying not to laugh out loud?
  22. Quote: Originally written by Thuryl: Coordinate input would work pretty well, I think. Basically you'd need two consecutive Numeric Input domains in your script (one for x-loc, one for y-loc). Two problems would be party placement (which is a problem with any sort of teleportation) and the fact that the player would need a fair idea of their starting coordinates (it'd probably be a good idea to actually tell them the lead character's current location before the first Numeric Input.) Perhaps the coordinate input could be relative to the current characters position, and put them on the town border if it's out of range... Also, Kel: Mind putting in a pagebreak in the longer lines of the code? My browser renders this awfully...
  23. This "direction and distance" approach limits the options very much. Would a coordinate input work, just out of interest? I was thinking of using something like that in a scenario...
  24. I get the feeling that Jeff Vogel's marketing sector of choice has finally found these forums.
  25. Yes, but you'll still have to either waste hours copying and pasting all those item names, or write a program for it. Or depend on someone else to do so.
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