Frobozz
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Posts posted by Frobozz
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What you should do is write a program that puts adds the custom sounds when ran and when ran again removes them. Them we wouldn't have to go in and fiddle with the thing by hand which is kinda slow.
Or you could spam Jeff with email until he agrees to add support.
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Quote:Originally written by Newtfeet:
This code is portable. The only problem is I need the professional version of REALbasic in order to build a Windows version. And that costs around $400, last I checked. -
Quote:Originally written by Newtfeet:
I, for one, am glad that somewhere there is a place where Macs get higher priority. It wouldn't be impossible for me to make a Windows version; just expensive.Quote:Originally written by Newtfeet:
Yeah; this isn't open source. It might be when I get bored and give up . Anyway, the source might not be useful; this isn't written in VB, C++, Java or Python. And what do you mean, "useless StuffIt format"?
Oh and StuffIt is useless because the vast majority of people cannot use it. And I don't think you should pay for the program to make them. Oh and if you are thinking I like zip, guess again. I prefer GZIP and TAR. Why? Because almost every archiver I've tried (WinZIP, 7Zip, StuffIt expander, Ark (Linux) ) can handle the formats. -
Is it just me or has everything on this forum slowly becoming more Macintosh than Windows.
I downloaded it hoping the source was included. No such luck. Well at least this time the file wasn't big and wasn't in that useless StuffIt format.
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Even if I intended to add anything to the game files, they wouldn't have to be removed later since their presence would not affect other scenarios. I was mainly stating that if Jeff wanted to add sounds later on (say from future games he makes) that it would be extremely easy and therefore more likely of it happening.
As it is I haven't the software to enable me to add anything even if I wanted to.
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I have a hunch the number of the sound effect is the number of it's position in the resource file. Other people might be able to add sounds to it and use a number to access that sound without having to modify the code.
Now all we need is for somebody to test it.
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It can also be downloaded at: http://wfrobozz.tripod.com/BoAeditor.sit.bin
You'll need to right-click the link and either select "Save As" or "Save Link As" depending on your browser.
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Quote:Originally written by Walker White:
There probably should be a movement to add some improvements to the editor -- but let's wait until Jeff most of the bugs out of the main program first. -
I've uploaded it to my Tripod account. Right-click and select save-as on the following url.
http://wfrobozz.tripod.com/BoAeditor.sit.bin
Took all of five minutes to transfer it using a remote high-speed server via telnet. Why didn't I think of this before?
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No I'm afraid that won't do either. Notice the sign up section of ezrs.com, it says "Addresses provided by free E-mail sites are not acceptable (e.g. yahoo.com, hotmail.com ...)".
I say somebody with a fast connection should just put a copy on their website (if they have one). Or else he should try Spidweb's ftp account again.
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Quote:Originally written by lost_king:
Please send it to: Lets_hunt_orc@hotmail.com -
These might be the other sounds:
113 – talking skull 1
114 – talking skull 2
115 – talking skull 3
Maybe Jeff will either add more sound effects later or allow for custom ones to be used.
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Quote:Originally written by Newtfeet:
You can control where the monster moves to but not what path it uses, and you also can't make it teleport. -
Why can't you control movement? I thought that was what was being done in the screenshot showing a cat chasing a mouse. Or do you mean during combat?
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You are misreading it. Below is a section of the manual concerning custom creations:
"A scenario can have up to 255 creature types, numbered 1 to 255. Creature type 0 is reserved t o
be a Null (empty) creature."
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Quote:Originally written by Spidweb:
In all versions of BoA after Mac v1.0, swamp and disease terrain will have a straight up 50% chance of inflicting their effect. -
To get back on topic, I would think if the script kept running after the player died then you could have it teleport the party to a healer and revive one or more characters to continue.
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Quote:Originally written by coreyh:
The download I found for stuff expander on the aladdin website was bundled with trial version of stuffit and was 8 mb.
Grab it here: ftp://ftp.aladdinsys.com/pub/_old/pc/StuffIt_Expander/exp60.exe
At anyrate... time to go download good ole MinGW. I wonder if this code can be compiled under Windows without too much effort.
Edit: Okay scratch that idea. -
Quote:Originally written by Spidweb:
"Not distributing the editor with the demo version would be a foolish thing to do anyway."
Heh. You don't get to pay our bandwidth fees.
My second was file size reduction for people who don't particularly want the editor. Some people may just want to play scenarios. With the editor attached it probably would have been at the most 4mb bigger for 18mb. Nasty for even a 56k modem.
Custom sounds! I did it!
in Blades of Avernum Editor
Posted
I just checked Avernum.exe with a program called Resource Hunter and it doesn't show the sound files being in subdirectories of their own. It shows something like this:
/100
...1.wav
...2.wav
...3.wav