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Duskwolf

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Everything posted by Duskwolf

  1. Quote: Originally written by Tesseract: Khoth, I haven't encountered a VCS that will handle resource forks out of the box. You could probably do some AppleDouble magic using commit hooks, but that's a pain. The first thing I did with the source was to move all the resources to the data fork by running "DeRez foo.rsrc > foo.rez && Rez foo.rez -o foo.rsrc -useDF" for each resource file. Easier solution: Code: dd if=foo.rsrc/rsrc foo.rsrc No need to roundtrip through Rez format.
  2. I\'ve run into this problem too . It also showed up in the Tower of Magi. A few technical details are behind the link. It's not a data corruption issue. Don't bother redownloading (again, if you already tried that) - it doesn't make a bit of difference. It's a bug. My best guess is that it has something to do with the friendly-monster AI in large towns. Your best bet is to find a real OS 9 (or earlier!) machine to play on. For whatever reason, the crash isn't triggered on that OS. I don't know whether it's just due to some sort of different API behavior or because OS 9 doesn't mind bad pointers quite as much, but the battle went off without a hitch on an older machine I had around. If you don't have an OS 9 machine, you could also try running Exile under SheepShaver. It's a bit of a pain to get working, and it'll probably run really slowly, but all you need to do is get through that one battle. Alternatively, you can just send me a copy of your save file and I'll run through the battle for you.
  3. Actually, Exile 2 used a nonoriginal piece for background music as well (CARTHAG.MOD).
  4. Quote: Morality of hex – editing, I don’t think Jeff really minds, the program is about to become open source soon anyway. And besides, you're just editing something that's coming out of the scenario editor. I don't speak for Jeff Vogel, but I'm pretty sure that "no discussion of hex editing" rule is meant to apply to executables and to data files in the non-Blades games.
  5. What are you looking for, then? I can probably get it.
  6. While we're speculating on new locations: How about the river blockage to the west of the Mass Teleporter, in the Northern Waters? That looks like a prime candidate for a bit of opening up. Alternatively, east of Silvar and/or Formello?
  7. What would probably help a lot* would be Jeff making specifications available for the BoE/BoA data files. That way, third parties could create their own tools for scenario editing. *: If it isn't already available, officially or unofficially
  8. I've got most of the format worked out, save for objects; I'll probably have complete indoor maps available pretty soon. Here's an appetizer: Fort Ganrick. (Apparently, the Nephilim always exist in town, but are hidden until the attack gets triggered. Interesting.)
  9. Open up the Font Book utility, select all your fonts, and tell it to validate them (it's in the File menu). If it turns up any problems, have it remove those fonts. If that doesn't do it, look through your fonts to see if you've got any that look like the distorted text.
  10. 10.3 will run on any Mac with USB. 10.2 will run on anything that runs 10.1. Both are pretty cheap ($20 or so) to get off EBay or somewhere, and justifiable too - almost all new software nowadays requires 10.2.8 or later.
  11. 10.1.5 is pretty ancient - about four and a half years old now. You'll probably have much better luck with a more current version of the OS.
  12. ... and I just noticed that, in an unforgivable error, my map duplicates one terrain block (third from the bottom on the right edge). Unfortunately, this isn't trivial to fix. I'll fix it later, when I do the towns.
  13. Oh, very nice. I might just have to figure out the format for "town data" and post maps for those. I like your color/pattern scheme, BTW. Mind if I borrow it?
  14. Code: import sysoutdoors_f = file("outdoors data", 'r')def write_chunk(f, d): f.write("P3\n48 48\n255\n") for i in range(48): for j in range(48): x = ord(d[48 * j + i]) f.write("255 0 %d " % x) f.write("\n")i = 0while True: i += 1 d = outdoors_f.read(3088) if len(d) < 3088: break write_chunk(file("chunk%03d.ppm" % i, "w"), d) i += 1 Given the "outdoors data" file, this generates a bunch of 48x48 chunks with weird (red->pink) colors. I used the Gimp to reassemble the chunks, colorize the joined image, fill in some unreachable areas, and hide the easter-egg area. Python is wonderful.
  15. Oh yeah - and, if you're wondering, I generated this from the "outdoor data" file. I didn't make it by hand! I don't have that much time on my hands
  16. You may have to magnify this to see it properly. White is cave floor, black is cave wall, blue is water, cyan is waterfalls, deep green is swamp, dark gray is pits, orange is lava. Medium gray lines are roads; lighter gray shades and pink are used for various cave features. Bright green is for towns and dungeons. (And gray-green is secret cave passages. Shh.) Upper left corner is Garzahd's fortress. I'm not sure what the other two disconnected bits along the left edge are - I probably haven't gotten there yet. Right and bottom edges are the Dark Waters chapter and Vahnatai lands. Note that there is nothing shown past the front, and behind a number of checkpoints you can't pass. That's because there is, quite literally, nothing there.
  17. And the crash showed up again in the battle with the demon near the portal in the Tower of Magi. Didn't recur on a second run through, but it appears to have something to do with either guards or spellcasters.
  18. I'm running Exile II (v2.0.3) under Classic (Mac OS X 10.4.8, G4, 1024x768). I'm getting a repeatable crash in the ambush in the Almaria stockroom. It appears to happen as soon as one of the guards is up to bat. Macsbug tells me it's occurring in do_monster_turn, often in the middle of an instruction - perhaps there's some stack corruption? I've got a copy of v1.0.3 around, but it seems similarly affected. Fortunately, I was able to finish up the battle just fine on an older machine (OS 8.1, running natively). Any idea what the issue is here, or do I just have to live with the occasional crash? (I can do some more in-depth debugging if necessary. I've actually made several minor code modifications to the game which I might consider releasing with Spiderweb's permission.)
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