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Posts posted by Niemand
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Try here . Kelandon seems to have gotten most of them posted there. Really though, it's not all that hard to do targeting. Just loop through the creatures in the current town and assess the visible, hostile ones according to some metric. Which ever one scores highest is chosen as the next target to attack.
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BTW, Thralni, the beta version does include the auto-completion feature.
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Objective-C, although I don't see how Stuffit is keeping that knowledge from you.
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I dredge this topic up from the depths because I'm making good progress on the move toward the full version 1.0, and i wanted to ask for opinions on a bit of the user interface:
I've rearranged the dialog box coder window to make all 6 strings visible at the same time, as requested by Kelandon. There's a full size screenshot of the new layout here . Does this look better than the old, or does it look too large and unwieldy?
I'm also working on writing the documentation to go into the online script reference, but it's slow going.
Lastly, I think that I may have successfully finished adding something that rhymes with 'ellchecking'.

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Ok, some of these aren't bad, you'll just have to go through and fix them. Not having the code in front of me I can't handle them all, but I think I can point out what to do about a few:
- '#pragma once' is a nonstandard compiler directive to insure that a file is included only once to in other files that might otherwise include it via two different paths. The correct replacement is an
- 'isdigit' and 'isalpha' should come from ctype.h, make sure that it is included in the files where the errors referring to these functions occur.
- concerning 'implicit conversion from `void *' ' I would try making sure to use an explict cast so that the type of the parameter matches the type expected by the function.
- Most of the rest stem from the compiler being confused by that INT_PTR CALLBACK thing. To be honest i don't know what that is; it looks like something that comes from windows.h, so you might take a look at this , it appears to explain some of this stuff.
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I was using Dev C++ to recompile the code a while back and had no major difficulty. What were the error messages you saw?
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Not true; not even close. It is more correct to say that no program which runs on Windows runs on a Mac; they must be ported to a greater or lesser degree.Quote:. . . any Windows program can run on a Mac . . .
Concerning the scenario itself: I can't wait to try it out; especially since it looks to be sizeable. I would note that it seems there is a savefile included, but being a windows save, a Macintosh save file may need to be created. -
Sorry, still can't get to it.
Also, I would comment that in a community where about 50% of members use Mac OS, it's not terribly helpful to create a compressed archive that can only be opened using Windows software. (It appears that there is at least one program for Mac OS out there that can open these things, it's not at all common.)
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You need to write a data script for your scenario, which when combined with the game's built in data scripts, will define all of the terrains, floors, creatures, and items present in your scenario.
To learn how such a script should be made, first read sections 2.2 through 2.7 of the BoA Editor Docs (Which came with the editor download from Spiderweb.) and then skim through the data scripts of some existing scenarios.
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You'll need a seperate one per platform. An alternate method is what Lazarus did in Frostbite; making whatever party is given into the required party, but that method strikes me as being a lot more work to actually implement.
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Would anyone care to post the contents of a script that exhibits these errors? Then maybe we could figure out what's doing it.
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To the best of my knowledge, no one has ever gotten that call to work. You can work around it though, by making all of the creature scripts in a town increment an SDF when killed; then you can just check the flag for the number killed.
I would do something like:
That way you can just insert it into all of your creature scripts and have a killed count in every town. Refinements could be made to count only deaths of creatures hostile to the party, or to accommodate more than 30 towns.Code:beginstate DEAD_STATE; inc_flag(100,current_town(),1);break;
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It appears that a .meg file consists of a file containing a single PICT resource, numbered 1. (I just made a cursory inspection, and did not test anything with BoE itself, just so you know.) So, you could create one either by pasting an image into a PICT resource in Rezilla and change it's number to 1 (if it isn't already). You could also use Graphic Adjuster, Resourcerer or some other program just as well it appears. Graphic converter will not work, I think, as it gives the resource a funny number (128 or something), which would need to be corrected using one of the other programs anyway.
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I think that maybe one problem is with the creature script-terrain script interaction; the way that the creature script sends information to the town script is by setting flags 2,15 and 2,14. It appears that you are trying to make flag 2,15 be set 1 higher each time; but this won't work because the3 first time, t is 0, gets incremented to 1, and the flag is set to the value, but because the creature erases itself, the new one is back to having t=0, so the exact same result will be given each time. So, maybe the solution is to avoid using the local variable t, and instead to use only an SDF to store the count. I don't see a way that this would cause the creature always appear in the same place, though.
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There are a couple of ways: One it to use the import feature (Scenaio > Import Town). Create a new town and then use the import feature to import the town that you want to duplicate over the new, empty town. If you're using Windows or the old Mac 3D editor, the towns must be the same size.
Also, if you're using a Mac and my version of the editor, you can use the copy and paste tools to copy all of the terrains, floor, and heights, then paste them into a new town of the same size.
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if it's of any help, Graphic Adjuster contains code for importing BMPs into Quickdraw GWorlds, importBMPFileToGWorld being the key function, so you could add that to load in BMP graphics without having to rewrite the game's actual drawing code. While exorcising Quickdraw entirely would be a good thing, generally speaking, it would also be a lot of work.
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I could mention it in it in the print_big_str_num page—if only to point out that it doesn't actually exist:
Quote:From the Tech Support page:
The call print_big_str_color is actually called print_big_str_num.
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*bump* I've now finished the pages in the Basic and IO Calls section. Now that there's a significant amount of content, what do people think? Is it helpful, is stuff missing, etc?
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Lighting changes work fine in the Mac version. So we get lighting and automap changes.

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Some while ago we had a discussion of the usage of these two supposedly identical calls. There was some feeling that get_sdf was somehow less trustworthy, although I was not able to identify why. Does anyone know of any actual differences between them, or are they really just the same as they should be?
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I have now finished the pages for all datatypes and constants, and I have posted them here . That leaves about 500 pages to go. Please note that all links that go to pages that are not in the above categories will be broken at this time. I'll add more pages as I get them done.
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Count characters is in the menu in the next version; I just forgot it the first time. Auto-complete doesn't make much sense as a button, and I only made it a menu so that there would be some way to see that it exists. A quick test shows that Option+Escape and the menu item don't work at all, oops, and so I'll be either fixing or removing it.
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Hmph. It's a beta. I am writing the documentation, for release with the complete program. So far it's 7 pages long so far (With lots of screenshots, which are often more work that a block of text of the same size.), and may still need to double in length. It wasn't something I could just create with a snap of my fingers. Besides, if you looked in the menus, you'd see the shortcut listed.

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Yes, it does auto-complete. Type part of a script call or reserved word and the press Option+Space or Option+Esc. At least it works fine under 10.4, I hope that this isn't something that doesn't work under Panther.
As to how I'm planning to rewrite the docs:
I have a list of 494 calls and keywords (The same ones that AScript can auto-complete). My idea is to have a short page for each one, describing it's usage and parameters. There would be ~40 category pages that would link to all the calls/keywords in that category. There would then be a main page which links to all of the categories. In addition, each call's page would have a 'See also' section linking directly to closely related calls, and category and call pages could link to pages containing examples and explanations. So all told as many as 600 pages. However, many would be short and would take about 2 minutes to write; so with several people collaborating, I don't see it as being impossible. So far I have a program which generates the 494 call and keyword pages needing only to have their content filled in, and I've learned some css for doing the formatting of all the pages. Right now, I am working on sorting the calls into categories, mostly following the categories in the Docs Appendices but with some changes.

Avernum II Major Quest Order
in Avernum Trilogy (2000-2002 original versions)
Posted
There is no forced order; they can all be done and everything will make sense in any order as far as I know. Probably the most usual order is to recover the crystal souls, destroy the portal, then kill Garzahd, as this ordering roughly goes from least to most difficult. The game also expects you to take this order to a very slight degree, the "You have completed a Major quest" screens include numbers as I recall. However, my brother just finished a game doing crystal souls, Garzahd, then the portal, without messing anything up.