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Linthar

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Everything posted by Linthar

  1. I believe the call you are looking for is put_object_on_space. Since barriers count as objects, and putting -1 for the object type removes all objects from the space it should work. The entry for the call in the appendix should have all the info needed.
  2. Ok I took a look at when the editor crashs. It seems that whenever a dialog box is opened, doing anything that closes it (pressing ok or cancle) causes the program to crash. Upon closing the dialog box, the editor will just suddenly close, and I get a message saying The application 3d blades of avernum editor has unexpectly quit. One of the options from their is a report button which provides me with the following data although I have no idea if its any use. Date/Time: 2005-06-15 10:13:58.054 -0400 OS Version: 10.4.1 (Build 8B15) Report Version: 3 Command: 3D Blades of Avernum Editor Path: /Games/Blades of Avernum v1.0/Blades of Avernum Files/3D Blades of Avernum Editor.app/Contents/MacOS/3D Blades of Avernum Editor Parent: WindowServer [62] Version: v1.02b5 (v1.02b5) PID: 515 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_INVALID_ADDRESS (0x0001) at 0x76317731 Thread 0 Crashed: 0 com.apple.HIToolbox 0x931feeb8 GetDialogWindow + 140 1 com.spidweb.BoA3DEditor 0x00032e08 cd_kill_dialog(short, short) + 276 (crt.c:300) 2 com.spidweb.BoA3DEditor 0x000409cc pick_out(location, short, short) + 248 (crt.c:300) 3 com.spidweb.BoA3DEditor 0x000317cc handle_outdoor_menu(int) + 160 (crt.c:300) 4 com.spidweb.BoA3DEditor 0x00030d94 handle_menu_choice(long) + 208 (crt.c:300) 5 com.spidweb.BoA3DEditor 0x00030be0 Handle_One_Event() + 336 (crt.c:300) 6 com.spidweb.BoA3DEditor 0x000308bc main + 252 (crt.c:300) 7 com.spidweb.BoA3DEditor 0x000085a4 _start + 392 (crt.c:267) 8 dyld 0x8fe01048 _dyld_start + 60 Thread 1: 0 libSystem.B.dylib 0x9000a778 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000a6bc mach_msg + 60 2 com.unsanity.ape 0xc0002bf4 __ape_internal + 3300 (icplusplus.c:27) 3 com.unsanity.ape 0xc0001a08 __ape_agent + 64 (icplusplus.c:27) 4 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x9000a778 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000a6bc mach_msg + 60 2 com.apple.CoreFoundation 0x9074a4d8 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x90749ddc CFRunLoopRunSpecific + 268 4 com.apple.audio.CoreAudio 0x913a535c HALRunLoop::OwnThread(void*) + 264 5 com.apple.audio.CoreAudio 0x913a50fc CAPThread::Entry(CAPThread*) + 96 6 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 3: 0 libSystem.B.dylib 0x9002f68c kevent + 12 1 com.apple.DesktopServices 0x9278bad8 TFSNotificationTask::FSNotificationTaskProc(void*) + 56 2 ...ple.CoreServices.CarbonCore 0x90b387d0 PrivateMPEntryPoint + 76 3 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 4: 0 libSystem.B.dylib 0x9002ca98 semaphore_wait_signal_trap + 8 1 libSystem.B.dylib 0x9003127c pthread_cond_wait + 508 2 ...ple.CoreServices.CarbonCore 0x90b389c0 MPWaitOnQueue + 224 3 com.apple.DesktopServices 0x9278c330 TNodeSyncTask::SyncTaskProc(void*) + 108 4 ...ple.CoreServices.CarbonCore 0x90b387d0 PrivateMPEntryPoint + 76 5 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 0 crashed with PPC Thread State: srr0: 0x931feeb8 srr1: 0x0000d030 vrsave: 0x00000000 cr: 0x48800444 xer: 0x00000000 lr: 0x931feeb0 ctr: 0x931fee2c r0: 0x931feeb0 r1: 0xbffff790 r2: 0x00000000 r3: 0x76317731 r4: 0x00000000 r5: 0x01800000 r6: 0x004a0861 r7: 0x0000a082 r8: 0x00000001 r9: 0x0015f318 r10: 0x00001410 r11: 0x0005cfc4 r12: 0x931fee2c r13: 0x00000000 r14: 0x00000000 r15: 0x00000000 r16: 0x00000000 r17: 0x00000000 r18: 0x00000000 r19: 0x00000000 r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000 r24: 0x00000000 r25: 0x00000000 r26: 0xbffffba8 r27: 0x00164996 r28: 0x001649a4 r29: 0x004095e0 r30: 0xa3139550 r31: 0x931fee34 Binary Images Description: 0x1000 - 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  3. I'm using version 1.02b5 which when I looked at source forge seemed to be the latest version. I'm not entirely sure that my problems are related to me upgrading to 10.4 as I seem to be the only one experiencing this trouble.
  4. Quote: Originally written by KernelKnowledge12: Does anyone using the 3D Editor experience this problem? Well I'm not sure if its the same bug that the new editor fixed but I've run into a big bug running the 3D editor under 10.4. Whenever I try to load a different outdoor section or load a different town the 3d editor crashes. The editor spiderweb just released doesn't have that problem.
  5. I'm guessing the Sholai won't be appearing in this game. I don't believe that any of the explorers that ever landed on succia island ever got back. They came in 3 ships, two of which were destroyed, and the last of which I believe is the ship you take off the island. Of course it would be possible for them to build more ships, but when the shaper council sends a team to investigate I really doubt that the Sholai would have survived. A few of the intelligant servials were saved, but any of the outsiders still present on the Island would certinally be killed. If none of the Sholai got back to there home I doubt any more Sholai would head for shaper lands, as the disaperance of the first expidition either suggests they ran into a great danger, or they found nothing and just starved to death on the open sea. But I could easily have been missing a few hints that suggest otherwise expecially since I haven't completed GF 2 yet.
  6. I voted the tower of zkal. I haven't played through all of the avernunm games but I did complete all three of the exile games and the tower of zkal was the one dungeon I don't believe I ever completed.
  7. Quote: Originally written by zippy_zaboo: Perhaps spiderweb could offer a mailable CD for a nominal fee. Hell--buy the CD and get demo (unlockable) versions of EVERY spiderweb game, there's plenty of room on a CD. I wouldn't get it, but people like you (and others I suspect) might feel it was worth $5..... Spiderweb actually does offer mailable cds. If you look at the order page on the website, theres a checkbox next to each game if you want it on cd.
  8. Quote: Originally written by zippy_zaboo: Perhaps spiderweb could offer a mailable CD for a nominal fee. Hell--buy the CD and get demo (unlockable) versions of EVERY spiderweb game, there's plenty of room on a CD. I wouldn't get it, but people like you (and others I suspect) might feel it was worth $5..... Spiderweb actually does offer mailable cds. If you look at the order page on the website, theres a checkbox next to each game if you want it on cd.
  9. Hmm, if I had to guess I would say that move_to_loc_x_y isn't working because the distance between the creature and the destination is to far for the pathfinding to work right. One way to do this I think, although it would be a big pain to code and may be to resource intensive, and would have to be hardcoded (meaning you need a specific script for each unique path although each one beyond the first should be much easier) would be to do the following In the start state of the creature script, in a large amount of if then statments check its x,y location. At certain x,y locations, the creature script would change the number of one of the memory cells. You should have these locations not to far apart. Now the rest of the start state, would be dedicated to more if then statements, checking for the number in the memory cell. It would then take the number in the memory cell, and use that to tell the cart the way to the next x,y location that is recognized. (move_to_loc_x_y should work for small distances) Since you want them to go forward and back, instead of a loop as far as I can tell, have a second memory cell, that changes at either end and would represent the direction currently traveled. Of course the real problem, is that such a script would take a large amount of time to write, as you have to manually write in each x,y location to check for, and where to go to next. Also if you have a second path a different cart needs to go by, you would have to create another copy of the script, and change the values so it goes on its own path. Of course I've probably didn't get my idea across clearly enough and I would wait to see if anyone else had an idea that would be easier to implement. One last thing, that I think might be a small problem no matter what approach you use is that unless you dictate the carts movement space by space, if a party member or other creature stood along the path, the cart would probably go off the track to pathfind around it. Can't think of a good way around this. Lining both sides of the track with blocked to creatures spaces would stop it from going off track, and would make giving the directions much easier, but it would make it almost impossible to use regular creatures in the same area.
  10. What makes a good scenario overall is that its fun. Of course that tells you nothing as then it just shifts the question to whats fun. So let me repeat some of the above points, a good plot, creativity, good beta testing to get out all the bugs, intresting battles, and other things all can make a scenario fun. Just don't focus all on one point as its hard for a scenario to be fun with just one strength, as usually the weaknesses will then pull the scenario down. Looking at the Comprehensive Scenario Rankings is good, and I'll provide a link link . You'll see that I linked the Comprehensive BOE Scenario Rankings instead of the Blades of Avernum one. I did this because the two engines are fairly similar but BOE has been out for a long time, and its for that that the real masterpieces have been made as things currently stand as well as the fact that there are far more scenarios to look at.
  11. Quote: Originally written by KillerCrono: Ah.. sorry, when I download scenarios.. I usually see PC and Mac. Didn't know that.. >_> The scenarios are almost completely crossplatform except for the custom graphic files which are in separate formats for the mac and the pc.
  12. Yes cloud of blades is the type of spell which doesn't look that useful until you start using it. Its much more effective then blade clouds in boe at least as I remember.
  13. Thankyou, I knew I must have been missing something.
  14. Taken from the first reply is this code. beginstate 11; //Teleport to Basement if (get_flag(0,6) == 1) move_to_new_town(1,13,17); break; Now let me explain it. beginstate 11; (each chunk of code in a scenario is usually part of a state. (The exceptions are the data scripts, but you don't have to worry about that.) The beginstate identifys that a new state has begun and the number is the number of the state.) I'll skip the if statment because that is not necessary for the most basic use. If you wanted the trap door to only be open some of the time then you would use an if statment. move_to_new_town(1,13,17); (This is the command that moves the party. The first number is the town number the party appears in. If you don't want the party to go to a different town, make the town number the same as the town number of where the trapdoor is. The second number is the x cooridinate where the party appears, and the third number is the y cooridinate where the party appears. If the x and y cooridinate parts doesn't make sense to you then you should go back and read the manual some more as their used in a good deal of calls.) break; (This ends the state. It must be at the end of every state thats defined or the script will not run.) Now your code would look like this with the state number and the 3 numbers inside the move_to_new_town adjusted for your own scenario. beginstate 11; move_to_new_town(1,13,17); break; Place it inside the townscript for the town the trapdoor is in, and in the editor, place a special encounter over the trapdoor with the same number as the state you used. (The special encounter button is the one the looks like a black dot.) If you don't know how to make a townscript again its covered in the manual. I hope that helps. PS: Also you may want to check out this link
  15. I'm pretty sure that this doesn't exist, but if it does please tell me as it be very helpful. I'd like a get_is_new_round() command. It would be called in a creature or terrain script, and would return 1 if this was the first time it was called in the current round, and return 0 otherwise. This would greatly help with making a custom creature script that did a special action once a round every round. I've been able to make crude workarounds but such a command would be very helpful. Edit: Problem answered below. leaving this post otherwise unchanged in so those that have the same problem would have an easier time finding the answer
  16. One thing I'd recommend is running the get_ran part outside of the add item command. It depends on your scenario, but if you add a new item that is plot critical, you want to check to make sure that random chance doesn't make it appear in this shop and to do that you would need to make the random item generation a loop, that checks that the item number isn't a plot item, and then it can add it to the store. Otherwise just doing a loop over the course of 20-30 game days like suggested earlier seems like the best way to implement this.
  17. I use BBEdit 6.5. Its indispensable for writing scripts. It has line numbers and they match up almost every time with the error messages the main program gives. I also find the soft wrap text useful, as it tends to make the points where I have lengthy dialog obvious, and this makes it easier to go through and proofread your text at a later date then when you write it. Of course its a good idea to proofread when you write, but something will slip by, and going back will usually catch some mistakes. What I also find useful is a blank word processing document to either write text in or copy from the script to check spellings and more importantly check to make sure you aren't over the character limit for that particular chunk (word count features makes this a lot easier).
  18. To tell you the truth that doesn't look that bad, except for the weird way the walls are showing to the south of the bridge. Of course having played plenty of spiderweb games, I've come not to expect super fancy graphics in a boe or boa scenario.
  19. Vampires have never gotten much detail in the series. Looking at Dwtd it does confirm that vampires drink blood in the world of Avernum but that is hardly a surprise. Also looking at the dialog scripts there is one instance were whatever the head vampire is called, turns into a green mist and slips away through cracks in the floor.
  20. If you can survive a few rounds of attacks, then you can try the following. Attack the enemy with all you've got, and then before your characters start dying, exit combat, save the game, use the editor to restore health and mp, and repeat.
  21. This should be programable, as it was done in a boe scenario (Destiny of the Spheres) and while the capability of the two editors are not the same, the BOA editor can almost all of what the BOE editor could. I never looked at the noding of that scenario, but the system worked with their being ten special items, repersenting you having between 1 to 10 units of water, and when you found more water it would change the special item to show you had more water, and a global timer would slowly change the special item to show you had less water. How to program that I can't help you with. Edit: The above link looks to point to the same thing as it is by the same desinger as the scenario.
  22. I would say if you look at the games story wise, the vahanati would win. Their homeland is almost inaccessable expecially with the tower of the magi destroyed. Because of them, and the party in exile 2 exile won what was a almost certain defeat, and I expect that the Vahanati with their numbers greater then 6, would have had more effect on defeating the bulk of empires army. Then you look at exile three, where the empire had major problems due to the Vahanati, and only because of the party played during the game was it solved. It you just let the days run without interfinering most of the towns end up falling. So that shows they can defeat the empire which is the major opposition. Now the exiles can be defeated as well. Look at the barriers in exile 2, the Vahanati could do that again and just pick of the scattered armies.
  23. This is a long shot, but do the scripts have the .txt at the end of the file name. Its likely they do but if you forget then that could be causing your problems. Also you only need the .txt at the filenames in the scenario folder, when pointing to the right file in the editor you can leave the .txt out.
  24. From the looks of it you basicly are doing it frame by frame but at least this is a supported feature.
  25. Icon ajustment is in Chapter 2.3 of the main docs starting at 48 and ending on page 49.
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