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tridash

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Everything posted by tridash

  1. Have you tried emailing Spiderweb about the problem with your setup details? gfx card, specs, etc...they have no chance whatsoever to fix things unless you actually give detailed reports of your problems.
  2. Unfortunately the lighting's calculated by the editor when you save (not in-game). There used to be a code snippet for changing light levels in-game (using the memory staining stuff) on the blades forge, but that's not accessible right now. I *think* Lazarus used it in Threnody so that might be a place to look? EDIT!: It looks like the snippet's still on google cache. See HERE for Windows and HERE for Mac also this thread might be useful?
  3. is this what you want? hint books
  4. ok, so it looks like the spray can on windows currently behaves differently to the mac one - it only seems to spray if the stuff it's spraying on is floor 0 / terrain 0 - is this right?! I've changed it to be like the mac version (spray whenever) but can revert if people want it to stay the same
  5. ok, here's what Chivalrous Chitrach looks like at the minute: *click* What features on the todo list a few posts up are important before this release, and which do people think can wait for Dapper Doomguard?
  6. Originally Posted By: Excalibur Looks great! Why does your dude look like he's in the wall though? He's climbing it Currently rock climbing is using a load of special rects and some height/terrain changes. In later towns you'll have a grapple/rope that you can throw up from particular squares (maybe with a particular floor / top of cliff terrain so you know you can throw it up). As you haven't got the grapple/rope at the point of the screenshot, you can only climb on the slightly darker cliffs...is it clear which ones are climbable or should I find a better way to indicate that?
  7. Scenario hype threads seem to have become almost extinct (probably because they don't actually help you finish scenarios..) so I thought I'd make one anyway. It's going to be some kind of Incorruptible 2 (and I'm hoping I come up with a better name than that in the end). Seeing as I've already had a jungle scenario I thought it was probably time to do a snow one. Probably going to be a little larger than Incorruptible towns wise (and maybe longer?); will have some fairly staged fights; rock climbing; and hopefully some acceptable graphics stolen from various sources. here's a very early look at it Click to reveal..
  8. helpful hint: there is a Blades of Avernum forum a few down from General
  9. I think I forgot to have different tooltips for outdoors vs town, I'll make sure I get that fixed for the next release.
  10. Like the Carbon version of BoE it seems to be PPC only => not working on 10.7+
  11. Niemand compiled one a while back, you can get it from his site. I guess it still works?
  12. Sorry Kelandon If it'll stop you moping I can PM you what I have so far. Before it's properly releasable it would be nice to work out a good way of allowing the number of columns to be changed as well as the size of the tiles. I have some code which seems to allow either but I'm not sure what the best way to do the user interface for it is. modifier key + resize seems to be out as lion appears to use some of these. Possible Interface (i guess i should really look at the apple interface guidelines): by default resizing window changes number of columns, icon size fixed. if menu option checked resizing window changes size of icons, number of columns fixed. cmd + and cmd - increase/decrease icons sizes and changes number of columns so they fit in the window
  13. Unfortunately it looks like I broke that in the latest version will definitely be fixed for next version; I've ported copy + pasted the automagically resizing 2d view thing over from mac version now edit: so here's the done/todo so far, will update this: done large/small 2d views automagically resize now with the window 'realistic' 3d view now has the draw distance changing with the window size started to bring tool handling in line with mac version fix broken restore from minimise tooltips should now show properly when editing outdoors fixed flickering in main window moved drawing mode change buttons to tiles window and view mode change buttons to main window allow sounds to be turned off via edit menu fix misplaced 'OK' normalised spray behaviour with mac version todo bring tool handling in line with mac version (port) place monsters/items from tiles window like floors/terrain (port) reshuffle tools so like in mac version (port) resizable tiles window (kind-of-port) resize town / delete current town (port)
  14. Yeah, it's still all in the multi-window branch. I think for Chivalrous Chitrach I'd (at a minimum) like to make the interface look and function the same as the mac version (i.e. the new tools palette and properly recalculating 2d view size) and bring over the item/monster placement like floors etc. from the mac version. Probably also some kind of double-buffering for the main window so it doesn't flicker when resizing. If I don't break anything with that, I guess I can clean up the code for that version a little and merge it back to trunk. edit: if you're a windows-using scenario designer please do use this and complain about it if something's broken
  15. presenting Bourgeois Bat thanks to Dintiradan for the noun and Nikki for the adjective changes: Added tooltips for the tools palette Fixed an issue where backspace didn't work in dialogue boxes when the editor was compiled with Visual Studio Fixed buttons overlapping the border of dialogue windows Added basic scrolling to the tiles window and main window. shift+scroll scrolls left-right in the main window. Probable fix for "Resize Outdoors" ruining scenario files Made maximise button work New scenarios get placed in the scenarios folder, not the data folder Moved the tools palette to its own window you can get it here here's a screenshot you can look at if you don't actually want to download WANTED: adjectives to accompany chitrach
  16. A big thanks to the judges and congratulations to Ephesos. Now I just need an idea for my next scenario...
  17. ok, i;m nearly ready for a release - is there anything else minor people would like to see? (i've been updating my earlier post with stuff i've done / need to do)
  18. Thanks for taking a look at that Ishad Nha..currently I'm using visual studio express 08 to compile, will have to work out why it's behaving strangely. edit: ctrl-h and backspace seem to be doing the same thing...so when there's an accelerator for ctrl-h backspace's not working. no idea why it's only happening in visual studio. edit again!: ctrl-h and backspace have the same ascii code, so changing from: Code: "^H", 113, ASCII, NOINVERT to: Code: "H", 113, VIRTKEY, CONTROL, NOINVERT seems to solve the problem - it must be a difference in how resources are compiled in visual studio could you check if that kind of change still works in your compiler Ishad Nha? if so i'll change all of them to be like that.
  19. It seems like the backspace problem was present before my changes (in r89 but not r1...now to find where it got introduced :| ), it looks like something odd is happening with the input code, I'll see if I can track the problem down. edit: a related problem seems to be that using 'tab' when in a dialogue window toggles 2d/3d as well as doing what it should
  20. I do wonder whether a new blades type thing might actually be successful given the much larger userbase Jeff seems to be getting nowadays. Though the newer games are much more complicated than the old avernums, I doubt that the scenario design process would change as much as BoE --> BoA; it'd still use essentially the same type of scripts. Of course it wouldn't be worth Jeff making the editor, but if he made it possible to play new campaigns some kind of community-made editor might be theoretically possible (hacked together from the BoA one?).
  21. Originally Posted By: Kelandon I was figuring that you could just let the Tile window be resized left-right in addition to up-down and automatically resize the tile images based on the width of the window, but whatever's easiest, really. Six months later I've actually done this...I need to clean up the code a bit before it's release-ready though.
  22. Stuff i've done since Bourgeois Bat: nothing! currently my plan for the next release is to also have: nothing! (yet) longer-term plans: modify tools palette so it's like the mac version make tiles window larger/resizable start bringing missing features over from mac version, priority being able to place items/monsters like floors/terrain please point out any bugs / issues currently in the windows editor I also could do with something avernum-related beginning with B for the next version. i guess i need an adjective to go with chitrach for the version after
  23. I suppose we can hope that 10.8 breaks BoA...anyone with access to the developer preview to check?
  24. Now that new avernum's nearly out for windows, should we follow this up at all?
  25. presenting a new windows 3D editor version, Adventurous Adventurer Changes: fixed massive memory leak that made editor unusable unbroke a few of the shortcuts you can get it here
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