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KernelKnowledge12

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Everything posted by KernelKnowledge12

  1. the set_up_lights function itself is relatively short, and shouldn't be too hard to include into the engine (although it would be a performance dampener when called by Avernum Script). But it shouldn't be too hard to put in auxillary functions that recalculate lighting for certain terrain spots and maybe rectangles. This however could be too annoying for someone who would tends to use this function alot (whoever that may be), so Jeff would have to put in an auto check for it whenever the lighting array may have been comprimised by a terrain change or whatever. There can then be two more functions that enable and disable auto lighting, which again shouldn't be to0 hard.
  2. Quote: Originally written by Eferas Cirthain: So how hard would it be for Jeff to include that call in Avernumscript as well? the set_up_lights() function is used by the editor to put final touches on the current town's lighting array before saving. although its possible that this function also exists in Blades of Avernum, and that it could be linked to Avernum Script, i doubt it would have much use.
  3. i think u have to put the action = part before the code block. Also u have to do what spyderbytes said or most of the time the else block will be activated.
  4. To get the list of terrain graphics (and other graphics) i think u have to use the "Write Scenario Data to Text File" option under the Scenario menu in the editor.
  5. Quote: Originally written by Kelandon: Being able to edit the size and shape of the outdoors after the scenario is first created. if you mean changing the overall dimensions of the outdoors after the scenario is created, then that should be pretty easy. any other suggestions are welcome
  6. i recently tried porting to VC++, but got the same amount of errors. The reason for this (I think) is that VC++ does not recognize code (such as class declarations, function declarations etc.) that is not written in a COM friendly manner(unless created from scrath), which completely screws with the organization of Jeff's code. After a couple long hours, i found it easier to just start over using his code as a reference.
  7. Quote: Originally written by Qalnor: I would not change the editor in any way that would change how scenarios actually end up, only how easily they get there. This is exactly what i plan to do, although so far i've had to completely remake the program. thankfully the provided source code isn't to hard to follow, and its very easy to see how the scenarios are saved. unfortunately recreating this process is the easy part, since i still have to figure out when and in what context the data is modified. also, if anyone has any suggestions for features on a new editor please tell me.
  8. i mean when a scenario is loaded in BoA and not in the editor, although you're still probably right. in the comments vogel claims some of the code to be resused. if so the lengths may not be implemented in the game. it's important i know this about the token length in the script editor since , if i get it to compile on VC++, i'll put in an object oriented version of the scripitng engine. (which is pretty easy with MFC)
  9. in the source code i've noticed that there are several limits, such as string length and number of boats/horses. when a scenario is loaded in Blades of Avernum, are all these limits implemented? thanks for any and all help.
  10. i probably should, but for the sake of money(in that i have none) i probably won't. i do have a considerable amount of experience w/ VC++ but unfortunately that means squat since the compiler rarely explains what exactly the problem is (though in this case its mainly how and when the files are included)
  11. thanks for the help, i ended up putting some random sounds to just to fill it up. i'll figure out where they go later after i finish transfering the code to visual c++
  12. i tried recently loading the c++ code into visual C++, but couldn't get the resource file to load. it needed some wave files that i couldn't find anywhere in the editor's code or data. if anyone knows where they are, where i could get them, or if i can BS the sound files, please let me know.
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