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Pyrulen

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Everything posted by Pyrulen

  1. I wouldn't subject you to such a task, this script is 628 lines and counting. Thanks for the advice on Alint - I always felt that there must have been an easier way of debugging than leaving and entering the town after even the smallest changes to the script. EDIT: How do you change directory to the desktop? As far as I have experimented, it doesn't want to exit files.
  2. As any scenario designer does, I make mistakes during scripting, although since I'm an amateur, possibly more than most. During testing, I would rely on the line references that appear in the text area along with the error message. The only trouble with this is that most of the time they are wrong, giving values way higher than the total script length. I use Crimson Editor (on recommendation from Spidweb.com) but not Alint - it doesn't seem to work on Windows.
  3. It gives the best idea of how huge Avernum really is compared to my tiny little scenario. Well done.
  4. It gives the best idea of how huge Avernum really is compared to my tiny little scenario. Well done.
  5. This has been lifted straight from the appendices: Quote: When a character is added to the party, its character ID remains unchanged. The calls character_in_party and remove_char_from_party will refer to this character ID. And there we have it.
  6. Quote: maybe you could use it to make everyone in a certain range of personalities become hostile Probably possible only by manually changing individual creatures in a list. Then again, you might be able to do something with SDFs for each character on this.
  7. This post is not so much centred on problems with dialogue itself, but on how to create several different dialogues in the same town for multiple characters. I have already given all talking npcs their own personality and used personality = x; on each dialogue node, so then why does it start with node 1 for every character, even their personality number does not correspond? EDIT: Never mind, I just forgot to assign the node numbers to the memory cells. Moderators, delete this topic at will.
  8. No problem. I look forward to seeing them in there when it's finished. EDIT: They should be in the Louvre now.
  9. Considering that I'm slightly obssessive about backing up my files anyway, that shouldn't be a problem .
  10. Normal emails are fine, I attach files to them regularly. The problem is how to manage the wizard which pops up asking for your password and server type, before giving you an error message when you click the button to submit the graphics at the Louvre website. It would be better if could just email them normally but I don't have their address.
  11. Good idea, sounds like a lot of work. I'll get round to it sometime...
  12. Cool idea. I've completed it just now. The only problem is I don't understand how to submit the graphic to the Louvre. I have no idea what server my email uses or how to attach the files.
  13. What can I say? I strive for realism, but in this case it seems I'll have to compromise backstage access. Then again, it's important because there will be countless other times when this problem could happen again. After checking the graphics file numbers I noticed that G1650 (the lost graphic) shared the file name with a custom graphic in the character graphics folder - problem solved . I didn't realise that you can't just add 1 to the number of the last file in each folder... Concerning the chairs, my initial aim was to use the set_terrain call to change the light producing chairs to normal ones (thus dimming the lights in the audience). Chairs were the only objects available to keep the center of the room lit. Good idea, but not helpful in my case (unless there is some way to dim the light left behind). Two reasons my graphics have not been submited to the Louvre: 1. They are poor quality, I did them in 5 minutes on paint. 2. They are incomplete, I would rather submit them when the collection looks half decent. Thanks for the comments and advice.
  14. I tried that but they still don't go away. Maybe I should scrap the idea of an accessable backstage altogether.
  15. 1. Looked at it, didn't tinker with it. The weirdest thing is that the missing character graphic is still there. 2. Front View Back View: I have no idea what's going on here. EDIT: Could it be something to do with the y offset value (too low perhaps)? Maybe this is the result of the two graphics colliding... 3.Ok, that's annoying - there's no space around the chairs (see screenshot).
  16. Recently I started adding custom objects to my scenario and everything seems ok, apart from three things: 1. The display graphic of character 0 (1st person in the party) doesn't load any more. I never touched the character graphic yet now there is only a black square where my character used to be. I can change the character graphic to another within the game and it will work fine, but it's a hassle and I can't find out why it has a problem. 2. I created a custom wall graphic by first importing wall 4 and then loading the new custom graphic. Then I used te_second_icon with te_second_icon_offset_y = -35 to add another wall on top and this is where it all went wrong. In addition to the second icon graphic, stone walls and doors appear at the same elevation. How do I get rid of these? 3. I used import = 225 to create a chair facing north with te_light_radius = 3 (don't ask). It seems to have imported the chair graphics, but not the properties. The useful thing about chairs is that you should actually be able to sit down on them... EDIT: Grammar
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