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Isaac

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Everything posted by Isaac

  1. I have finished version 0.10b1! There is a new mode, which I call "realistic mode". It displays it just like in the game, as if you had a character in the center of the view. You access it using the same button (with a different picture) as the 2D zoom in/out button. Or, press OPTION-TAB (which also works in 2D to use the zoom in/out button). I finally worked out how to display those little bits of walls in the corner of two walls (it was very difficult). Let me know if you see anything wrong with it. Moving around the display should be significantly faster now (I think). And many minor bug fixes. As usual, download it from the link in my signature (or the one at the beginning of this thread - they both go to the same place). Oh, and if you haven't already, take a look at my "Links" page to find my favorite free games.
  2. Quote: Originally written by Eferas Cirthain: I don't know what the correct syntax for such a call would be, but couldn't there be one for recalculating the light radii in a town? So when you delete a torch with a special, you can also make its light radius go away? void set_up_lights() (I actually copied that from the Blades of Avernum Editor source code)
  3. A friend of mine has expressed interest in porting it, but he's unsure whether he's skilled enough at programming. Also, I'm still working on the Mac version. 0.10 will be ready soon (without tinting, unfortunately, but I'll be working on that after I finish 0.10).
  4. Or if you want to get into complicated creature scripts, you could make the character actually walk back to his home, rather than "teleporting". (Unless he's a powerful wizard, of course )
  5. Quote: Originally written by Kelandon: In reference to add_item_to_shop again, it appears that one feature is broken. From the docs: "Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store." I never tested this, but when Isaac said it didn't work, I did, and I second this: it doesn't work. This is a bug. I think that is a badly written part of the docs. What it means is, if a shop has 0 of an item, it doesn't have that item. (Although it would still be good if it did what you thought it did.) Quote: Originally written by Keep: short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor. short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor. These would have possibly very strange effects. What happens when a player picks up the item? And if the player puts the item down again? Carries it out of town and back in, or into another town? And what if various calls are used on the item? Someone who was carrying it killed? I doubt the engine would be able to handle what you want it to here.
  6. Quote: Originally written by Kelandon: If you want to reduce the number of an item, you can use add_item_to_shop also -- just reset the shop to zero using how_many as zero. Of course, you may have to keep track of how many items are in the store, but you can do this using SDFs. I didn't know you could do that! But you still can't check what the party's sold to the shop, unless you disable that entirely (in which case you still can't, but it won't confuse you). EDIT: I tried that in my testing scenario and I couldn't get it to work!
  7. void put_projectile(short source_x,short source_y,short dest_x,short dest_y,short which_sfx)
  8. Note that the two random party members may be the same one, which would make the dialogue a little strange. This may be unavoidable, since the party may only have one character in it, unless you check for that and structure the cutscene differently in that case.
  9. I put together letters and sounds randomly until I get something that sound okay. Or when I'm not feeling like doing that, I take a real-world name that doesn't seem too out of place.
  10. You'd have to be careful, though. I don't know how BoA deals with item numbers between scenarios. There are two possibilities. 1) It's impossible to check for a kind of item that came from a different scenario. 2) It's possible, but risky. Suppose some other scenario changed item #380 to be a Frying Pan of Doom, for instance, instead of a Waveblade! It is unlikely, because there are plenty of other empty slots to create custom items in, but still a possibility. And waveblades aren't exactly a common item, so a scenario designer could easily choose it to be replaced if they needed more custom items.
  11. Look in the Blades of Avernum Editor Docs, the section about Dealing with Errors: "Blades of Avernum found something it didn't expect in a mathematical expression." My guess is, that means you did something like: Code: "insert some words here" + 2 or Code: -57 * if You probably didn't do that intentionally. It might say that if you have an extra or missing quotation mark (") somewhere. Also, look at what line number Blades of Avernum says it is and look on or before that line for mistakes.
  12. You could make a custom graphic for the step terrain that includes part of the cliff face graphic.
  13. Quote: SDFS Stuff-Done Flags (SDFs) are the basic way of keeping track of whether something has been done or not. They are, as the docs describe, essentially a grid of numbers that is sized 30 by 300, with each number able to range between 0 and 256. The docs have a fairly good description of them, so I won't say more than that you should have some handle on what they are before continuing with this article. That should be between 0 and 255, not 256.
  14. Quote: Originally written by Kelandon: If he doesn't remember, e-mail him again. And again. And keep prodding him until he does remember. That's the primary way to get things done around here. (I'm guessing you know this already, but just in case.) EDIT: It would be really awesome if you could get icon adjustment to work in the 3D Editor. Really, really awesome. I've received a sample of the code, yay! I'll look at it tomorrow. Quote: Originally written by Cho Dan: Shame about it not working on anything but OSX. Maybe want to make a note of that on your download site, save people the trouble. Maybe I'll get a better mac one of these days. Ok, I'll do that. EDIT: Done.
  15. Quote: Originally written by Dahak: Quote: Originally written by The Almighty Doer of Stuff: Quote: Originally written by Isaac: </font><blockquote><font size="1" face="Verdana, Arial, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Arial, Helvetica, sans-serif">Originally written by Dahak: <strong>The editor does not show floors that have been adjusted using fl_floor_height_pixels You misunderstand the effect (maybe). From the BoA Editor Docs: "The number of pixels up graphics and creatures drawn on this space are shifted." The floor itself isn't affected (I assume). Actually, I didn't realize such a thing existed, so I'll have to test in the game and fix the 3D Editor anyway. It actually does shift the actual floor icon up. This is a bug, however. I reported it to him when I noticed it and he said he would investigate it. Nooooooo. I like having the floor drawn up or downward. It creates some nifty illusions that I use. I can put floors at different heights, but look as if they are the same height. This is very nice.</strong></font><hr /></blockquote><font size="2" face="Verdana, Arial, Helvetica, sans-serif">Yes, you're correct, and the latest version accounts for that. Quote: Originally written by Cho Dan: Well, It was compiled with "XCode." . . . . I have what is known as a "9.1 OS mac", and so therefore it won't work it just says it was damadged or unusable by my computer. I don't know what "Xcode" is, but is there possibly an equivalent writing program that would allow it to be in a format that a mac of lesser power, say one OS 9.1 could use. . . . . I swear if you build this program for me i will make a couple . . . . possibly even several, or even a few scenarios. I just hate those 2D squares so much . . . Coding isn't so bad, its all just words . . . . its drawing those terrain squares that takes forever. The concept of this 3D program is great btw Being compiled in Xcode should not in itself be a problem, but I had to change the code some to get it to compile in Xcode, which is probably why it doesn't work for you when the standard editor does.
  16. Unfortunately, doing wall drawing in 3D would take extra, somewhat complex code, so they wouldn't be entirely compatible without effort. Also, I think your Get X,Y Location used the same button as my turn 3D on/off. But neither of those is a big problem. Jeff responded to my e-mail. Among other things, he said, "I'll try to remember to send you a sample of tinting code." We can only hope...
  17. Quote: Originally written by Kelandon: There is one more empty button, right between force barrier and clear space. (Only in town mode, though.) Yes, but that's the problem: only in town mode. Almost anything I would want to do with 3D mode should work indoor and outdoor. Version 0.9b2 is available. It fixes the large town problem and accounts for fl_floor_height_pixels. Also, my web page has been improved.
  18. Quote: Originally written by Dahak: Bug: If you create a large (64x64) town and do not have pit or solid stone at the border then the terrain will strectch inward and cover up what ever terrain you have placed. I'm sorry, but it is a little hard to explain. I have reproduced this and will fix it in the next version. Also it doesn't work for small towns correctly (not displayed on south or east). This may have been related to what Kelandon was saying (there are also times when it should not be displayed, because the game doesn't; in particular, when the town border is at the edge of the town). Apparently it draws it where it should for a 48x48 town all the time. Quote: Originally written by Overwhelming: Isaac: Added your site to my site's links page. Hope you don't mind. Not at all. Quote: Originally written by Dahak: The editor does not show floors that have been adjusted using fl_floor_height_pixels You misunderstand the effect (maybe). From the BoA Editor Docs: "The number of pixels up graphics and creatures drawn on this space are shifted." The floor itself isn't affected (I assume). Actually, I didn't realize such a thing existed, so I'll have to test in the game and fix the 3D Editor anyway. Quote: Originally written by Kelandon: Isaac, have you gotten any sort of response about hosting? I have a bunch of open web space, so if you need someone else to host it, I can do it. No response to my email yet, but I don't really have a problem with web space yet. Although when it's finished, I wouldn't mind you doing that: if my site becomes unavailable for any reason, I don't want that to take away the availability of the 3D Editor. I just realized, I can use the zoom in/out button when in 3D because it currently doesn't do anything then. I could change the button's picture if necessary, which would be much easier than making a new row of buttons.
  19. As Jeff said in this thread , to get it to work, replace print_big_str_color with print_big_str_num.
  20. Quote: Originally written by GIFTSare2squishy: If you dont want to share walls, you can add two tiles width of blackness between one room and the next. Clog the blackness with walls of T sections, and there should be a seperater of rooms, WITHOUT limiting another rooms potential. It takes up alot of space, though, and if the player uses far sight, he will relize the builders built a pit between two rooms But if they don't use Far Sight, they'll think there's a secret passage they can't find there.
  21. Quote: Originally written by Daravon: I downloaded but it won't start. It says that it is "either damaged or doesn't work with this type of computer" to which I was like: "Huh?" I have Mac OS 9.2.2 I assume the standard BoA Editor works for you? Possibly the download was corrupted, and you should try downloading it again?
  22. Also, for the party triggering step-on specials, if there are multiple types in the same place, the order is terrain script, then special rectangle, then script for stepping on that terrain type (one of the possible special properties of terrain). EDIT: Quote: Originally written by Just call me Kel: However, terrain script START_STATEs are weird and seem to be called whenever BoA feels like it, which appears to be influenced by monster movement -- possibly they are called in between different NPCs moving. So that's why certain terrain scripts that I've heard of blast the party into oblivion instead of just damaging them once a turn. Things like that would need to check the tick to make sure it's different than last time. Or of course, do it in the town's START_STATE, but terrain scripts are nicer for some things.
  23. Quote: Originally written by Dahak: Is there a way to ditch the grid lines. They are very annoying (2D or 3D). No. I found that without them I couldn't tell where the spaces were. Although it would be possible to modify the code to remove them, there isn't room for more buttons to do all these suggested features. If I decided I wanted to work on this program some more, though, I could add another row of buttons.
  24. Quote: Originally written by Suneun: There's no way of zooming out, yes? Correct.
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