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Niemand

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Everything posted by Niemand

  1. May I ask how you got your bridge to work? I have made one myself that looks similar; the graphic is adjusted upward by the height of a few levels of cliff, and it looks great when the party walks on it, but getting on it is a problem because technically they have to jump off of a cliff to reach it, even though it looks like it is at he same height.
  2. I've really wasted a lot of time, so I think I ought to get this done. After several months of development and two rounds of beta testing followed by months of getting nothing done but locating no new bugs, I think that it is time to release it. It is a dialog script editor for Mac OS X, written in Java. Since I do not have a website, I am hoping to distribute copies to one or more people who do, who can then make it availible to others. Given the dumb mistakes I made earlier, I really hope that this time it actually works right and won't need immediate updating.
  3. You can use a string variable for this; I just tested and it works fine.
  4. The town of Wainscotting in A3. Wainscotting ... Wainscotting ... Wainscotting ... sounds like a little Dorset village, doesn't it? Wainscotting. Jeff left out the killer sheep that the Monty-Python sketch had though.
  5. Not true! I've done it. It was part of an experiment with a conveyor belt script, and I watched it hurl the party right out of a town. I have just tested it again and it is a reproducible effect. However, it may not be a very good thing to do. It can be done though. EDIT: fixed typos
  6. I have emailed you some possible solutions. I see now that my personal favorite, the conveyor script, may not be appropriate, and you may have to do it Jeff's way.
  7. Does anyone know of a way to determine the location of the party in an outdoor section?
  8. Dolphin - I do think that more testing is in order, the latest version has massive changes, and I've fixed all of the mistakes I could find but suspected that others may be lurking. If you would like to try it out for me, I'll be happy to send it to you. The same applies to everyone else, I could still use help testing, but I don't want to spam anyone with large unexpected emails.
  9. I have finished version 1.1 of the Dialog Editor, which addresses the bugs, issues, and suggestions pointed out by Kelandon and Khoth. I still need to right up a new version of the readme for it, but as soon as I do, do those of you who have already beta tested (or anyone else) want a copy?
  10. Would wall set 614 suit your purposes? It does not include doors or windows though according to the Editor Docs Appendicies.
  11. Kelandon and Khoth - thanks for your responses, you've already found several things that need outright fixing, and also given me a lot to think about concerning improvements. hawkking - according to the delivery failure message I got had typed your address correctly, so I will try sending it to you again. -I tried sending it again, and I just can't seem to from my hotmail account. Could one of you, Khoth, Kelandon, and TM, send him a copy? Really sorry. A few notes: You can use the lists of nodes at the bottom to go directly to the nodes, but I think I got too fancy by requiring a double-click, so I'll change that. The reason that the application's icon is also in the Data folder is both so that the readme can use it, and because I needed it to get the About box to work right. A number of comments so far involve making the application able to handle multiple documents. (Being able to work on only one dcument, seeing an unusable window on startup, quitting on closing the window, etc) I would certainly like to make this into a multidocument application, but it added complexity that I wasn't ready to deal with initially, and the BoA Editor itself behaves mostly like Dialog Editor now does. I'll look into working on this. As I mention in the user's manual the treatment of comments is a little odd. The problem is that the program internally treats the node as having a number of fields which can be accessed and modified seperately by the program, and are then written in a certain order using special formatting to make the script. Since comments could be anywhere, this approach does not handle them well. I've thought of a possible solution but its messy, and I wasn't sure if it is worth it.
  12. After a few weeks of work I think that my dialog editor is fit for other people to see. I have tested it on a variety of dialog scripts from the existing scenarios by writing new scripts in it. I have found no problems, so now I need a few other people to try it out. The only version I have so far is for Mac OS X, but if all goes well there will be other versions eventually. The main area in which I think it is probably weak is the restrictions on comments, but In looking over the dialog scripts from scenarios people have made so far, I see that they have not used a great deal of comments, so I'm hoping that it won't be too much of an annoyance.
  13. To the best of my knowldge it is not possible to get a recipe for knowledge brews in Avernum 2. There are ways that you can buy unlimited numbers of them, though.
  14. If your looking for what I think you are, the numbers of the skills are listed in the editor appendix document under 'Character skills'.
  15. Kelandon: I appreciate your offer, as I have in fact, no web space. I need one week to get through finals, and then I'll be looking into creating at least a semi-finished product. The version I'm making is a mac version, but it's in Java, so porting it shouldn't be much trouble.
  16. I have been working on building a dialog editor, but I've been a bit too busy to finish it lately. It does work, but it has some limitations that may prevent it from ever being useful; I'll see.
  17. This is my first attempt at posting, so here goes: Yes it is quite possible to make the party invisible, in the scenario I'm building I have made an 'Orb of Invisibility'. The key to it is substituting an altered 'basicnpc' script, so that all non custom monsters will automatically be affected. I've tested it, and it seems to work quite well. One could expand on it by giving, say, powerful wizards a script that allows them to spot invisible people trying to sneak by etc. You could also make certain events make a 'noise' which makes gaurds suspicious; send a message that makes them come looking around. One thing I can't deal with is the fact that if you step next to an npc and then step away, it hits you. This could make sense though; the player brushed agaist the gaurd, who lashed out.
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