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Isaac

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Everything posted by Isaac

  1. I haven't had much time to work on this since I've been at school. Here's version 0.12. There is a new feature: You can now change the size of the outdoors after creating your scenario! I would suggest making a backup copy of your scenario file first, in case something goes wrong. The saving could go wrong; remember, this is still beta (although if no one finds any bugs, I am prepared to make this version 1.0*). Also, you might accidentally change the scenario in a way you don't like. This version includes some minor fixes to bugs no-one else probably encountered, they were so obscure. One thing of note is now it accounts for walls of heights greater than 1. While investigating that, I found out that type 1 walls outdoors have 2 height. I fixed it so it works in millions of colors again, and removed the warning on startup if you have millions of colors. I also fixed the bug of calculating light given by terrain incorrectly some of the time. I know of no bugs at this time other than possibly Dahak's problem with scrolling between outdoor sectors, which I have little information on, no way to reproduce, and no idea what could be causing it. *When I make 1.0, should I make another thread about it (3D Editor Version 1.0 released for Mac OS X)? Also, has anyone made any progress on porting it to PC?
  2. There has to be some reason why a party member joining you has to have a unique script - but that script isn't used. It seems very strange. I wonder what (if anything) would happen wrong if you used another script that other creatures use? Perhaps they would all revert to the default basicnpc script? Perhaps joined party members don't use a script at all. Remember the AI was just a part of the game code that controlled all NPCs in Avernum 3. Perhaps joined party members are controlled by something like that. Maybe that's important so they can follow the party when out of combat and not move too far away from the party when in combat. Who knows?
  3. The reason the text bubble is appearing on the wrong character is (probably) because you're using the wrong number. When the creature is selected in the editor, don't look at the character ID. What you should use is where it says (for example) Creature 12: Guard. That is the number to use for the creature in scripts.
  4. Quote: Originally written by Kelandon: And generally only big, important monsters will be Special species and therefore immune to Simulacrum -- and woe betide any designer who forgets to make his dungeon boss of this species, because suddenly that boss will be fighting a duplicate of himself (or possibly two or three). Unfortunately, you can't make something Special and Undead (thus affected by Repel Spirit, dropping bones instead of blood, etc). In BoE and BoA, I have wondered why Important/Special is a species and not a separate property.
  5. In Avernum, unlike Exile, splitting Doomguards remain on the side that the original was on.
  6. DISPEL_BARRIER_STATE (see door.txt and my post in that thread)
  7. That's why their prices are usually exorbitant or similar to that.
  8. Quote: Originally written by Deacon: I also think a DISPEL_BARRIER state in terrain scripts would kick ass. But that's just me. There is such a thing. Check door.txt: Code: beginstate DISPEL_BARRIER_STATE; if ((i_am_open == 0) && (i_am_locked)) { print_str_color("Dispel Barrier: The spell fails to affect a locked door.",2); }break;
  9. Maximum height or width of the outdoors, measured in sectors: 50. No idea why, though, considering that the previously mentioned limit would restrict it to 100 anyway. And both of those are reasonable limits - it's generally agreed that no scenario needs to use that many outdoor sectors.
  10. Quote: Originally written by Kelandon: Request target would, yet again, work exactly like targeting a spell or wand So the player has the choice to press Escape and not choose a target? And it asks whether you want to make the town hostile if you target a friendly creature? How about short request_target(short is_forced,short causes_hostility) If both of those were true, you might be forced to target a friendly creature and make the town hostile. Which could be part of an interesting plot... However there's also the possibility that there are no creatures in sight of the party. Description: Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). If is_forced is 1, then the party must make a choice if there are any creatures in sight. Otherwise, they are allowed to cancel out of it. If a choice is not made for either reason, returns -1. If causes_hostility is 1, then the player will warned about targeting friendly creatures, and if they do, the town becomes hostile. Otherwise, it's just fine to target friendly or hostile creatures. Cannot be used outdoors. Note that even though it doesn't return whether the town became hostile, you can check its status before and after to figure that out.
  11. Dahak: There's a chance your download was corrupted. I've seen something like it happen once. I suggest you try downloading the editor again. If that doesn't work, what scenario are you editing that this happens with? If it's not one of the ones that I can get from Spiderweb, can you make it available to me?
  12. I haven't even managed to reproduce this thing! Do you have a reliable way to get it to happen? Also, does it only happen on certain scenarios? And what do you mean the sector is "corrupted"? EDIT: Has anyone else had anything like this (crashing when scrolling between outdoor sectors) happen?
  13. Quote: Originally written by Churl: The appendix states that you can use run_scenario_state(short which_node) to call scenario states — presumably anywhere. It's wrong. You can't use that call in a scenario script.
  14. Strange. Do you know what you were doing, or any details that might help me? Does a dialog come up saying "The application has unexpectedly quit"? If so, can you get me the stack trace from the Console? Has this ever happened to you when doing a lot of editing and switching outdoor sector without this feature? Does it only happen in a particular scenario? What sort of properties have the scenarios it happened in have? Outdoor dimensions? Were you also editing the town, or not at all? Did you load a different town? Did you also use the Load outdoor sector from the menu? Are you using other applictions at the same time? (when running at the same time as Blades of Avernum, the only ill affect I noticed was they were both about three times slower, and that happens with the non-3D editor as well) What version of the OS are you using? Many of these questions are possibly irrelevant, but I need information to help me track this down.
  15. Quote: Originally written by Dahak: 2) Sometimes graphics will "shine through" another graphics. Something about how it knows when Graphic A should cover Graphic B. I've yet to figure all the rules, but it annoying at times. It draws the spaces in this order: (x,y pairs) 0,0; 0,1; 0,2... 0,47 (or whatever the edge of your town is); 1,0; 1,1; 1,2... 0,47; 2,0; 2,1; 2,2... 0,47...... Essentially it starts at x=0 and goes through all the y's, starting at 0, then it goes on to the next x-position and does the same thing, until it's finished. The order it draws things in that are all on the same space is more complicated, but I could try to explain that if necessary.
  16. You could set up a way to do this sort of automatically, but... From the docs: ...which_shop (which can be from 0 to 129) There are only 130 total shops.
  17. No, it doesn't exist. Various people have made separate programs to edit your custom objects, but I don't know the status on those.
  18. Wow. Interesting. Those grid lines for the spaces where the bridge is, though... I think it would be appropriate for me to change the 3D editor to display them not adjusted by fl_floor_height_pixels. Then they would match where you click to edit them. Or I could change where you click to edit them, but I'm not sure that would be a good idea.
  19. Version 0.11. Tinting, lighting in realistic mode, creatures outlined with a color showing their attitude and hidden class. You can scroll all the way to the edge, in 2D or 3D. If you try to scroll off the edge in outdoors, you will switch sectors, with a "do you save" dialog if you've modified the current outdoor sector.
  20. Quote: Originally written by Kelandon: * add_light(what_amount), gives ability to change the light level. Can be negative. I am a little confused by this wording, but I think it means how much light the party has, given by torches, etc? If so, we need: * short get_light(), returns the current light level (number of turns of light the party has left). It would also be useful to have a chart of what numbers of turns of light correspond to which light radii the party can have.
  21. Outdoors, you'd get the wrong kind of walls. Also, the background sounds would be wrong.
  22. Quote: Originally written by magoicochea: Maybe, but I would like a call that would allow me to emulate the identify spell of the Exile series. I also. And, void put_party_outdoors(short what_section_x,short what_section_y,short loc_in_sector_x, short loc_in_sector_y) It can only be used in a town script.
  23. Quote: Originally written by Kelandon: EDIT: Also you have a floating run_dialog call. That is a SHORT, not a VOID, remember? At worst you have to say something like i = run_dialog(1); rather than what you're doing. No, you don't have to. The scenarios that come with BoA do, but I ususally don't do that, and I tested just now to make sure. "run_dialog(1);" works fine. (Although doing it that way may be confusing to novice [and even experienced] designers.)
  24. Quote: Originally written by Kelandon: EDIT: Oh, um, I thought of something. It would be nice if monsters showed the same rectangles around them that tell whether they're hostile or friendly or hidden or whatever as they do in 2D mode. Ok, I'll put this on my list of things to probably do in the next version. I'll have to test how it looks, but I think I can do it. EDIT: I had an idea! I could outline them with that color (like in BoA there's a blue outline around the active character in combat).
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