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Thralni

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Everything posted by Thralni

  1. Errors i line 0. Does anybody know what they are? I can't seem to fix them, for the obvious reason that in none of my scripts a "line 0" exists. Did anybody ever manage to get this problem solved?
  2. Since I didn't play Avernum 4 to the end, only a small portion of the demo, I don't know who this Dorikas guy is. However, I'm rather pleased it's not a vampire, as I still hate undead.
  3. I'm intrigued. The assasin Vahkohs, huh? Is he a relative of that vampire, what was he called? Vahkos, no? Anyway, I'm very pleased to finally hear something about it. I have been checking and rechecking the news page of SpiderWeb lately again and again over the past few weeks. Thanks for putting such effort. EDIT: You know, that screenshot, down left, reminds me alot of the intro screen of Avernum 3. I like it.
  4. Quote: Originally written by Teh Ubar Pie: I would personally suggest buying XP Professional. Yeah, sure. I wouldn't.
  5. Quote: Originally written by Nikki xx: I mean, I had to give Thralni EP to finish, which is why it's not done yet - it'd have been out for ages otherwise. It's because it's true that I didn't start irritating you by constantly prodding you in your side. Yeah, real life is taking me over for already a month, and it will keep doing that for at least 3 weeks.
  6. No diagonals isn't such an enormous hassle. I haven't ever used diagonal movement with the keypad (I always used the mouse) and I'm still here, running along through scenarios. Still though, not having to use the mouse, diagonals or not, would be a blessing.
  7. No! God, Khoth, you can't mean this... It's just two second ago I took the trouble to make an icon and put it up on my website for other people to enjoy it. Don't take it the wrong way, I'm pleased to no end with this carbonized copy, it's just that I wasted my time on that icon, with which I'm not quite happy... Oh well. EDIT: Og hod, I see others made one as well... Come on Thralni, read...
  8. I usually have a party along the lines of this: - human warrior: a lot of melee and strength. - Nephil archer/warrior/thief: a lot of archery, tool use and pole weapon skill. I have rthe feeling that pole weapons are a lot stronger than melee weapons are, and frankly, I'd rather have more bashing power and no shield. - Human priest: a lot of priest skill, some basic mage skill. - Human mage: a lot of mage, reasonable abount of priest skill: i wantr him to cast heal and cure effectively, and bless and such is also quite handy.
  9. Yeah, I probably should, though I made that script when I was very unexperienced and had no idea of all these mathematical expressions. thanks for the tip, I'll defintely use it.
  10. Code: beginstate START_STATE; // The thing with appointment mayor of Filberton a = 1; print_num(a); if (get_flag(28,0) == 1) { day1 = (get_flag(250,4)); if (what_day_of_scenario() > (day1 + 1)) { set_flag(28,0,2); print_str_color("[string]",3); } if (get_flag(200,2) == 0) { day1 = get_flag(250,4); if (what_day_of_scenario() == (day1 + 1)) { set_flag(200,2,1); print_str_color("[string]",3); } } } // The arrest of commander Johnson in Fort Filbert if (get_flag(28,1) == 2) { if (get_flag(12,11) == 0) { day2 = get_flag(250,5); if (what_day_of_scenario() == (day2 + 2)) { set_flag(12,11,1); } } } // The destruction of the empire HQ and consequences if (get_flag(12,11) != 1) { if (get_flag(41,0) == 0) { if (get_flag(121,0) == 0) { if (what_day_of_scenario() >= 10) { set_flag(121,0,1); set_town_visibility(18,1); message_dialog("[string]",""); } } } } // Sheep disappearing in town 16 day5 = what_day_of_scenario(); if (day5 >= 120) { day4 = (day5 - 120); set_state_continue(13); } if (day5 >= 108) { day4 = (day5 - 108); set_state_continue(13); } if (day5 >= 96) { day4 = (day5 - 96); set_state_continue(13); } if (day5 >= 84) { day4 = (day5 - 84); set_state_continue(13); } if (day5 >= 72) { day4 = (day5 - 72); set_state_continue(13); } if (day5 >= 60) { day4 = (day5 - 60); set_state_continue(13); } if (day5 >= 48) { day4 = (day5 - 48); set_state_continue(13); } if (day5 >= 36) { day4 = (day5 - 36); set_state_continue(13); } if (day5 >= 24) { day4 = (day5 - 24); set_state_continue(13); } if (day5 >= 12) { day4 = (day5 - 12); set_state_continue(13); } if (day5 < 12) { day4 = day5; set_state_continue(13); } break;
  11. Kelandon: I checked all consitions probably a hundred times by now. It's all as it should be, in the right place, with the right condition, using the right flag, to be checked for the intended value. So there is no problem there. No, I have placed nothing before the print_num(a) call. Slartucker: I don't have any loop anywhere, and even if I did, I assume that the whole game would then freeze and not let me play on. Correct me if I'm wrong. Lazarus: Yes, I know. That's just how the call works, and I know that. Problem is, is that the start_sate is never run anymore (this means it never seems to be run when I take a step, switch places or do something else that should make the start_state run), until I reload. Then the start state is run the first time, when I take a step, and all other steps I take don't trigger the start_state. Instead the state is triggered to which the set_state_continue call pointed. Okay, time for a small progress update, and the way I came to the conclusion in my last post. I was talking to Nikki, who advised me to get all code out of the start_state and replace it with a print_num call, so i could start checking what bit of code is the culprit, giving me this: Code: beginstate START_STATE;print_num(a);break; After that, I slowly started adding in all code that was previously in the start_state. The start_state started malfunctioning when I entered this code: Code: day5 = what_day_of_scenario();if (day5 >= 120) { day4 = (day5 - 120); set_state_continue(13); }[a lot more if call like the above anbd below examples were here, but I took them out for now] if (day5 < 12) { day4 = day5; set_state_continue(13); } The code started working again when I did this: Code: if (day5 >= 120) { day4 = (day5 - 120);// set_state_continue(13); }[a lot more if call like the above anbd below examples were here, but I took them out for now] if (day5 < 12) { day4 = day5;// set_state_continue(13); } The reason I suspected the set_state_continue, was that I had taken out such a call in another place in the same start_state, and that managed to make things work just a bit better, so I thought I'd try it again, and it worked. Now, this is all very unfortunate, but really not such a big problem. I can just put in state 13 in all those if calls and be done with it. I'd just like to know why this happens, because I can't see anything obvious about it... I checked all my other scripts to see if there was any other place in which this could occur but didn't. I found one script in which I had put a set_state_continue, but this wasn't very alarming, as it was the only state in the start_state and therefor didn't make things complicated.
  12. Yay for double posts in less than an hour. I thought this might have been important enough for a new post, otherwise correct me, edit the previous post with what I'm saying here and delete this post. Anyway: I noticed that I had a lot of if-calls in which I had "set_state_continue"-calls. Indeed, when I removed them all, everything worked fine. Is this a known bug in BoA, something new, or did I do something excruciatingly stupid I still don't know off what it is?
  13. I'm currently busy updating WtRM to versionb 2.0.0, but I have stumbled upon a large, worrying problem: It seems the start_state of the scenario script is only run once, while other states, after they have been triggered by the start_state, run constantly. Is there something in the following bit of code, copied out from the start_state, that could cause this behavior? Code: beginstate START_STATE;// [string]a = 1;print_num(a);if (get_flag(28,0) == 1) { day1 = (get_flag(250,4)); if (what_day_of_scenario() > (day1 + 1)) { set_flag(28,0,2); print_str_color("[string]",3); } if (get_flag(200,2) == 0) { day1 = get_flag(250,4); if (what_day_of_scenario() == (day1 + 1)) { set_flag(200,2,1); print_str_color("[string]",3); } } } (Note that there is no break; call, because I didn't copy the whole start_state) The reason for me believing that the start_state isn't run proparly, is that the call print_num is only run once, as the digit "1" is only displayed once. However, if I insert a "set_state_continue" call in the above if-call, that state will be run over and over again... As it is now, the start_state is only run once, and then never again. That is, until you reload your saved game or start over with the entire scenario. Then the start_state is run, and again, only for one time. Then it stops. Anybody have an idea what could cause this? i think the above code is the culprit, as I was working on that particulair bit of the start_state when a long time ago, when it decided to malfunction.
  14. Wow. Thanks jeff! Though even if it won't have been the whole game, still, it is great. Seems I might finally be able to play BoE scenarios.
  15. I'm a little confused about this, actually. Is the source code of the editor released, or of the whole game?
  16. I was wondering is versions of the Avernum trilogy are still obtainable for Mac OS classic (OS 9 and under), or is it all for OS X now? I downloaded Avernum 1, put it on OS 9, and it complained it couldn't find the program that wa sused to make the installer app.
  17. Yay for double posting. Anyway, RedEdit failed me too, now. I didn't manage to copy any sound into RedEdit, while it did enable me to sound resources. Niemand, I hope you succeed, because I'm getting very, very agitated by all this. Or can anybody spare me a copy of Resorcerer? Probably not, but you can always try and ask... EDIT: *jumps up and down of excitement* I finally did it. Never mind this post.
  18. If you succeed, that would be great. I'm greatfull that you at least are willing to try.
  19. Quote: Originally written by Niemand: Thralni, what version of ResEdit are you using? Every version I have seen or used was totally free and unencumbered. My bad, I meant Resfool. Rezilla will not copy sounds. It does does let me paste sounds, but it then makes something totally weird of it. i don't know what it is, but it is no sound, that is for sure. EDIT: I was just wondering: is it very difficult or hard to make Graphicadjuster in such a way that it can handle snd resources?
  20. ResEdit is not really free, but the only defence it has against pirating is an annoying timer, that will let you wait before saving anything. It's annoying, but you can use the program. I wanted to ask this for a long time now, and since there is a topic about it now, i might as well ask: Who knows of a resource editor that will let me meddle with snd resources? Resfool doesn't work with me, ResEdit on my old Mac complains about having too little memory, the free ones don't do the job and the Resorcerer is $128. Is there any other one that I have missed maybe?
  21. It's looking very good. Word wrap works well with me. All the dialogue things work with me, making of scripts according to templates works... So yeah, everything works fine. I'm on OS 10.4.9. Only thing until now that didn't seem to work is the naming of code snippets. I get the option to change the name, but it doesn't remeber what i type. For example: I want Snippet 1 to be "Custom strings," but when I type that in, it immediatly reverts to "Snippet 1" I don't know yet if I will be using it instead of textWrangler, as I'm extremely fond of that program. I might be using this program as a last check app, where i check things and correct everything last minute. *Looks Ascript over again* I might throw out TextWrangler anyhow, you know... This program has real good stuff in it. It will take some getting used too, though.
  22. Quote: Originally written by Andrea: Quote: Originally written by Gaara of the Funk: That thing's still not done?! How many freaking years has been under development?! Five years as of around this date. I'm quite sorry that progress on my pet personal project hasn't been quite rapid enough for your taste; I've been unfortunately busy going to school, holding down a job, seeing my girlfriend, having friends, and generally living my life. You must understand not everybody lives a life. Personally, I didn't meet many of those, but they exist.
  23. No, it works correctly with relocate_character. It worked when I was aphatesting things a bit. The problem you described did occur with march_party, though, when I tried that call in WtRM for doing something similair.
  24. I could have, and I appreciate the comments, but the question still isn't solved. So is there anybody who could see a reason for the dialogue not to work?
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