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Ishad Nha

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Everything posted by Ishad Nha

  1. No, that was the version of Blades of Exile that I used to test the ability in town 1. Presumably I will find the part of the source code that dictates the display of items, when I do I imagine that there will be no exceptions allowed for the Conceal Ability thing to work.
  2. I suspect that the Conceal Ability error is hard - coded. I had a look at line 410 of Global.h of the official source code, it says "item_record_type items[24];" Now the Scenario Editor uses item_record_type while the Character Editor uses the short_item_record_type. You would need to dig through the entire BoE source code to see what the score is. (Line 410 is part of the pc_record data structure.) I then added undesirable items to town 1 Bobling, of Wormwood, and the party picked them up when they entered the town. When the items were identified with a spell, every item displayed its concealed ability plainly.
  3. Special Items possessed by the party are listed on Line 644, Column 63 through Line 645, Column 42 of the save game file. Value 93 characters “]” signify 1 while value 92 characters “\” represent 0. This is different but it is the way that the save files are recorded. Everything is recorded in this topsy – turvy way, encryption feature? (My methodology in finding this out was simple, in Shadow of the Stranger using special item 19 replaces it with item 20, and vice versa. So I made two save files, one with item 19 and one with item 20, then I compared them in the Edit command by hitting the F8 key, blink comparator style.) As for making a program, you signed the petition because you can't do it, which is the same reason that I signed it. Until someone who knows about programming cares to write and compile a suitable program, it will be hex editing or nothing. Edit: I was able to customize a PC Editor to handle the custom items from Shadow of the Stranger, using the method I outlined above. While doing it I noticed another small flaw in the current editor, it has no provision for the Conceal Ability property of items.
  4. I will sign too. I still can't compile the thing; I couldn't even compile "itemdata.h". If you want an editor that can handle the custom items found in major scenarios, this could be done here and now by hex – editing. It might be possible to create a custom editor good for only one scenario, or one group of scenarios having the same list of custom items. I will look into this and see what I can do, the basic idea is to: take the item information from the scenario editor using a program like Hexplorer, as found at: http://hexplorer.sourceforge.net/ paste it into Word, change white spaces to tab stops paste it into Excel, convert it into decimal numbers change it to a format that the PC editor will accept convert it back to hexadecimal paste it into Word, change the tab stops to white spaces and then paste it into the PC Editor using Hexplorer. (Edit: this process is for the birds, I have devised a new one that does not require use of Word at all.) If you want to rename the editor, when Line Width = 70, look at line 139, column 69 through line 140 column 20, inclusive. Special items are way beyond this approach, they could be added by hex - editing the save file, something else I will have to look into.
  5. The item data is found in the PC Editor source file "itemdata.h". It uses a slightly different format compared to the data in an Exs file. But the biggest problem is that compiling the thing is near impossible. Maybe it takes Code Warrior? There is also a peculiarity with the numbers given for graphics, sometimes 20 is added to the number. One of the source files adds 20 to the picture number, for certain pictures. My understanding is that lines 697,698 of BladPCEd.cpp have this effect: if (i.graphic_num >= 25) i.graphic_num += 20; Graphic number 25 is the fancy bow.
  6. Type Edit at the Command Prompt then hit Enter. In the Edit command open the Character Editor, set Line Width: [65]. Then scroll down to Line:5288, Col:26 there should be a character with Value:22. What do the numbers mean anyway? Line 118 of the Windows source file Global.h “typedef struct { short variety, item_level; char awkward, bonus, protection, charges, type; unsigned char graphic_num,ability, type_flag, is_special; short value; Boolean identified, magic; unsigned char weight, description_flag; char full_name[25], name[15]; unsigned char reserved1,reserved2; unsigned char magic_use_type, ability_strength, treas_class, real_abil; } short_item_record_type;” Here “short” means that it takes two places to record a number whereas anything else only requires one space per number. A hex editor like Hexplorer will enable easy alteration: http://hexplorer.sourceforge.net/
  7. Hex editing is quick, simple and fun when you get familiar with it; my description may make it sound harder than it really is. To remove the limitation on editing is a good idea, it does however require re – compiling the Scenario Editor, which I have not succeeded in doing. I am using the Ormus code on Bloodshed Dev-C++, so far the program does “compile”, it is however 300kb in size rather than the proper 735kb. It also does not actually work, like do anything.
  8. Customizing the first 91 terrain slots is already possible, but it has to be done by hex - editing. Back in January this year, I wrote a post on how to do this. http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=7;t=001792 You can also use a hexadecimal editor like Hexplorer, here the terrain listings start at hexadecimal address 7A98 = 31,384. (Hex editing is basically okay for these purposes.)
  9. Currently it is impossible to use any equipped item because there is no provision for this in the "portrait with equipped items" part of the Inventory screen. You would need to re - design the screen to provide for Use Item buttons to appear when an item can be used. They could appear in a row at the top of the portrait or along the sides. Then again you could have a third screen for this purpose, it would look much like the carried items part of the Inventory screen.
  10. From what I can see, item ability 65: Affect Rune Reading skill, does nothing in actual practice. Ditto when it is rephrased as item ability 43: “Affects the statistic equal to this value, minus one”. (Rune Reading is statistic number 42.) You can increase Arcane Lore via an item ability, but this increase does not affect Rune Reading, unlike increases to Arcane Lore coming from skill points. I think Rune Reading is redundant, there is no need for both it and Arcane Lore.
  11. From what I can see, there is an exclusive choice of passive or active. If you choose both, one is suppressed.
  12. From the BoA Editor Help 1 file: “Active Abilities - These are effects that happen when the item is used. An item can only be used when it is in the character’s pack. No item that can be equipped can have active abilities. Some active abilities are spells or require targeting a foe. An item can only have one such ability. If it has more than one, only the last one will take effect.” Apparently items can be used even if they are equippable, like armor and weapons. In BoA Editor Help parlance they can have active abilities. They just can’t be used while they are equipped. Weapons with such abilities can only be used in combat. Of course, when they can be used, this can only happen when they are in a PC’s backpack.
  13. The Shadow Wolf you must track down, a bit of Woodcraft helps here. It is in the outdoor zone immediately east of Adams, you may need to go over every square in the zone.
  14. I am currently compiling a list of the known problems with items coming from the Character Editor. Aescal's Ring has zero charges so it has a basically infinite number of charges. Smoky Crystal: is currently a type 0 object. This can be fixed in the MS-Dos Edit command: line 5066, column 51 needs a character with Value = 21. Thus hit Control + P, then Control + U and then delete the original V = 0. Check against certain types of errors: type Home and then type End, you should see Line:5066 Col:71 Value:32 The following observations come from studying the source code: Zero ability - strength items 208: Alabaster Lizard, 237: Crystal Shield, 238: Iceshield, 242: Shield of Klud, 283: Wand of Venom, 284: Wand of Fireballs, 285: Wand of Flame, 286: Wand of Carrunos, 287: Wand of Slow, 288: Wand of Death, 289: Wand of Charming, 290: Wand of Nullity, 292: Wand of Rats, 299: Gold Serpent Ring, 306: Silver Serpent Ring, 313: Bronze Serpent Ring, Wrong Graphics 118: Leather Sling, 119: Magic Sling, 176: Ruby , 177: Sapphire, (Smoky Crystal?) Alchemy ingredients have a zero Type Flag. (Power Geode and Firestone are non - use objects, they still seem to work anyway). Shielding Crystal and Shield of Klud have the wrong Special Abilities. I can tell people how to correct these problems, but it would be a bit long and technical for a post in this forum.
  15. The list of items contains a few errors, it seems especially flawed in the area of item graphics. When the program is opened in the MS-Dos Edit command the list of items starts on line 4,910 column 51 and goes through to line 5,254 column 20. (This is based on the default line length of 70 characters.) When line length = 65, the lists start on line 5,288 column 26 and go through to line 5,658 column 25. Each entry starts in column 26 of the relevant line. The item records are contained in “Itemdata.h”, while lines 119 thru 127 of “Global.h” contain the definitions. (Here I am referring to the official Spiderweb source code.) One of the source files adds 20 to the picture number, for certain pictures. Not only does the Character Editor contain errors, it also uses different ways of storing item information, compared to the Scenario Editor. Now that the Editors are open source you can correct errors in the Edit command. Aescal's ring has 0 charges in the Character Editor for example.
  16. The Character Editor not only has no provision for custom items, it has quite a few errors in its listing of item characteristics. One key problem is found in the icons, a sapphire has the icon of a mug... Short of re - compiling the program, the only obvious solution is to use the Scenario Editor. Create a new blank town and leave the desired items lying around. Then the party enters the town and can pick up the required items. Also it could do with provision for setting sdfs and giving special items.
  17. The literal wording from t18Under Hagf.txt is: "This box contains a bundle of about a dozen mangy, smelly, poorly cured pelts. You doubt you could get more than a few coppers for them in any decent market. The fur itself is short, brown, soft, and occasionally matted with blood." (This file is found in the Shared Data folder.)
  18. In one word No. I can't get anything to compile. On Bloodshed Dev-C++ I got hit with 31 errors and there was no output file. (I was using the official Spiderweb source code, the only one I know of.) The problem with the Character Editor is that the items given are based upon a default scenario, when most scenarios have a few or a lot of customized items. Itemdata.h contains the list used.
  19. The problem with the hotkeys assigned to spells is that they change with circumstances, according to whether a spell can be cast or not. So Healing is 'C' in combat and 'D' otherwise. I keep casting the redundant spell Alertness on my characters after a fight instead of Healing.
  20. Nethergate: Resurrection is a good game which could do with a few improvements: · Customized inventory screen portraits for each PC, these have always been found in the Avernum games. · Annwn Battlefield automap is all green, unlike the actual terrain. · Hot keys for spells could be based upon Geneforge, one screen each for Healing, War, Craft, Beast and Spirit. Another command would bring up a list of all known spells, capital letters would be needed to provide enough hot keys.
  21. I simply rename the custom graphics sheet along with the scenario, it is the only solution. I am playing Shadow of the Stranger, or I was until I downloaded Nethergate: Resurrection, I renamed the scenario to "Stealth.exs" and the custom graphics to "Stealth.bmp". I have only rarely been able to access the custom scenarios. Examining the source code might show the problem, but it can only be fixed by re - compiling the program.
  22. I initially could not compile the Open Source Editor on Dev-C++, I got the following error: 427 dlogtool.cpp implicit declaration of function `int atoi(...)' The error was corrected by adding this to the start of dlogtool.cpp: #include "stdlib.h" So far so good, but then I could not get the linking to work. Can anyone tell me what is an undefined reference and how can I correct it? There are a few problems with the Editor that I would like to correct. Linking Errors reported were as follows: c:\dev-c++\examples\blades of exile source code\blscened.o(.text+0x350):blscened.cpp: undefined reference to `load_sounds(void)' c:\dev-c++\examples\blades of exile source code\blscened.o(.text+0x22f7):blscened.cpp: undefined reference to `play_sound(short)' c:\dev-c++\examples\blades of exile source code\dlogtool.o(.text+0x949):dlogtool.cpp: undefined reference to `play_sound(short)' c:\dev-c++\examples\blades of exile source code\dlogtool.o(.text+0x440d):dlogtool.cpp: undefined reference to `play_sound(short)' c:\dev-c++\examples\blades of exile source code\dlogtool.o(.text+0x4771):dlogtool.cpp: undefined reference to `play_sound(short)' c:\dev-c++\examples\blades of exile source code\graphics.o(.text+0x606):graphics.cpp: undefined reference to `play_sound(short)' c:\dev-c++\examples\blades of exile source code\graphutl.o(.text+0xed6):graphutl.cpp: more undefined references to `play_sound(short)' follow
  23. In the Scenario Editor the "zoom - out" part of Change View uses icons from Mixed.bmp. Thus there is no provision for terrain with custom graphics to have icons when the view is zoomed out. So custom graphics are then replaced by black squares. Ditto when you look at an Edit Terrain Type screen the custom graphics are replaced by black squares once again. Then when view is zoomed in, the roads are not shown clearly, whereas they are shown in the zoom out view.
  24. (The original post in this topic now has a normal width, because I edited it and put a whole lot of Enters into the code from the "appcompat.txt".) The answer to that is quite simple: that is what I am already doing, but it is a bit inconvenient. Porting is much easier if you can customize the process, currently that requires the ability to compile the Editor yourself. If there is one thing worse than compiling the 3D Editor on Windows programs like Dev-C++, it is trying to compile the official 2-D Editor. You really need the ability to compile the Editor because the porting process, as decreed in the source file Bl A Fileio.c, is based upon an Exile scenario with no custom items, terrain or monsters.
  25. During my attempts to port an Exile scenario the Windows 3D Editor infallibly crashes to the Desktop. Not only does the program crash but it also produces a 0Kb bas file. While the official Spiderweb Editor always produces a correctly ported file. Exception Information Code: 0xc0000005 Flags: 0x00000000 Record: 0x000000000000000000000 Address: 0x00000000004068a0 Discretely removing the "####_appcompat.txt" file from my Local Settings/Temp folder, before it is sent off to Microsoft (to no effect) yields the following information: Code: <?xml version="1.0" encoding="UTF-16"?><DATABASE><EXE NAME="BoA3DEditor.exe" FILTER="GRABMI_FILTER_PRIVACY"> <MATCHING_FILE NAME="BoA3DEditor.exe" SIZE="677259" CHECKSUM="0x83BFAAC2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xABF4F" LINKER_VERSION="0x10000" LINK_DATE="06/14/2005 20:52:11" UPTO_LINK_DATE="06/14/2005 20:52:11" /> <MATCHING_FILE NAME="mingwm10.dll" SIZE="15960" CHECKSUM="0xF7234415" MODULE_TYPE="WIN32" PE_CHECKSUM="0xEEF2" LINKER_VERSION="0x10000" LINK_DATE="01/13/2005 20:14:23" UPTO_LINK_DATE="01/13/2005 20:14:23" /></EXE><EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY"> <MATCHING_FILE NAME="kernel32.dll" SIZE="984576" CHECKSUM="0xF0B331F6" BIN_FILE_VERSION="5.1.2600.3119" BIN_PRODUCT_VERSION="5.1.2600.3119" PRODUCT_VERSION="5.1.2600.3119" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3119 (xpsp_sp2_gdr.070416-1301)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF9293" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3119" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3119" LINK_DATE="04/16/2007 15:52:53" UPTO_LINK_DATE="04/16/2007 15:52:53" VER_LANGUAGE="English (United States) [0x409]" /></EXE></DATABASE> Any idea what the problem is?
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