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Celtic Minstrel

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Posts posted by Celtic Minstrel

  1. I resurrected this three-month old thread because I felt it was a good idea that had gone unnoticed. Does anyone else have thoughts on the matter?

     

    I think I like option 3 best, but option 2 would be my second choice.

  2. Quote:

    Page 22, Ishad Nha: It seems that a town entrance won’t work from the outdoors if the relevant square has a terrain type that is impassable to the party. Ditto, there may be problems if the town entrance rectangle is smaller than 3x3. A lot of the trouble in A Large Rebellion in the Alexandra area came from this. There may be problems, I don’t know exactly when they occur.
    This is explained on page 26. It's not a bug, it's just a bad algorithm to determine which direction the party enters from. As for not working if the space is impassable, this is just common sense. You can't go through the wall, only the gate.

    Quote:

    Page 32: Set Town Boundaries - * Putting a town border right next to the edge of the town causes weird behavior: you can't exit the town, the town doesn't match the edge, etc.
    I think the game is assuming that you would only do this if there were walls all around the edge of the town. Slightly annoying, but oh well...
    Quote:

    Page 41:* Beam projectors malfunction wildly in close quarters, next to walls, in varying heights, etc.
    I thought I saw this somewhere in the docs, but it's certainly not on page 41...
    Quote:

    Page 44: Corescendata and default graphic errors
    Easily fixed. Someone should probably issue the revised (fixed) corescendata as a bug fix.
    Quote:

    As far as I can tell, terrains 172 and 173 (in addition to being mis-named) default to not showing up on the automap. I tried to add the line
    te_draw_on_automap = 1;
    but this did not seem to help. Their graphics are properly set.
    These are the fences, right? They probably don't show up because editor graphics are so overwhelmingly white that none of the colour pixels are picked up when they are shrunk down to map size.
    Quote:

    Chapter 2.5: Creating Custom Terrain Types
    Page 53: te_can_look_at (Defaults to 0) - * Sometimes searchable terrain breaks. *...* I can provide a scenario demonstrating this if needed.
    Sure.
    Quote:

    Nicholas Bellerophon: I have found an issue. When importing any of the wallset terrains into a later spot, the walls no longer draw correctly on the automap in the game under certain circumstances. For example: I imported the four doors from the first wallset into spots 404, 405, 406 & 407 in order to remove their default scripts.
    This is unclear - under which circumstances do they break?
    Quote:

    Also, the precedence of the % operator is peculiar. 2 + 4 % 5 is 6, not 1. Use parenthesis for stuff you use the % operator on (for example, (2 + 4) %5).
    This doesn't seem peculiar - it does 4%5 = 4 first, then th addition. % is division, so shouldn't it take precedence over addition?
    Quote:

    Page 83, Ishad Nha: Init_state is activated well before the boundary is reached, not only that, it also appears to be erratic. It may or may not work.
    Is it activated when the section is pre-loaded for transition then?
  3. ... I just mentioned the Open dialog. I'm talking about drag-and-drop. Yes, I know it's a minor thing - more of an inconvenience than a problem.

     

    EDIT:

    My initial post on this was made before I tried using the Open dialog. When Niemand replied, I tried the Open dialog and realised it worked.

     

    However, if you want to drag a file onto Graphic Adjuster, it will only accept files with a cmg extension. Logically, it should also accept files with a '3DAT' file type. It doesn't. It's not hugely important, just something I noticed.

  4. Quote:

    * The call get_unlock_spell_strength is undocumented.
    This is in fact only partially true. The call is not included in the appendix, but it is documented in "Chapter 1.7: Editing Towns", section "Magical Doors (Advanced)", on page 41.

    It does fail to specify what sort of arguments the call takes (it takes none).
  5. Just for the record, LakiRa@, the game is designed for the keyboard. The numeric keypad is used to move around on the map, the numbers 1 to 4 (not on the numpad) select that character, and every button has a keyboard equivalent (eg press 'm' to cast a mage spell). I'm pretty sure you can play the game without ever using the mouse. Even if I'm wrong, you don't have to use the mouse very often.

  6. The most recent version for Mac is available here . I think it's a DARCS repository or something like that. confused

    I think there is some work in progress right now, but I'm not quite sure who's doing it. (Maybe *i or Khoth?). The current release for Mac is still not on Google Code, so if you have a mac and you can get madcrow to add you to the project, you could upload it.

    As for contributing, please do (if you have the time and are willing). If you use a Mac, the source is in the link at the top of the post. For Windows, the source is here . Don't download it from the BoE site as that is now out of date.

    The versions I linked to have already been ported to OSX and Win32 respectively, but there is a distinct lack of a character editor for both platforms. Perhaps you could help with that?

  7. eek EEK! No! If you want to do it as a web app, javascript will not work! (I think the same is true of PHP, but don't quote me. shocked )

     

    I have no objection to the idea, but it would be far easier to use Java if you want to play it online. Since the game is written in C/C++, and Java is similar to C++, you may be able to port it with very little work.

     

    That said, I don't think it's high priority. But if you want to do it yourself, no one's stopping you. It's open source - you can do whatever you want with the code.

  8. Quote:
    Originally written by Taliesin:
    That's good to know about A5. Even though it's not terribly realistic, it's nice to be able to pick up twenty-five iron bars in a dungeon and not worry about running home right away.
    Actually, I think it is at least equally realistic. How many people keep their pack on their back while fighting? Most people would throw it on the ground until the battle is over.
    Of course, you have to wonder how they can reach their pack once they've moved a few spaces. But with the old system you had to wonder how they can find something in their pack and take it out in the middle of battle.
  9. What happened to them? Are they broken? Lost? Missing? Turned into chickens?

    lookaround.gif

    What? If you're going to miss them it means they're gone, right? Right?

    :p:p

     

     

     

     

     

     

     

     

     

    Seriously, I'm not going to miss them... smilelaugh but I may miss the continuation of the series. frown

  10. Quote:
    Originally written by Niemand:
    I don't really want to put out a third new version in the same day for such a minor thing.
    That's okay - I definitely agree that it's not as important to be able to detect map sheets. I think I just mentioned it for completeness...

    YAY! The corrupted sheet doesn't crash it anymore!
  11. Well, the error is a little more informative, and it says the sheet will be omitted, but then it crashes anyway. I tested it with the exact same file I sent you (the old version, before I used Rezilla to delete the corrupted sheet).

     

    Lazarus tells me that BoA does not accept item sheets of multiple rows (apparently a floor icon from a lower row causes a crash or something). So that may not be important. (But I hope he's wrong. frown Unlikely though.)

     

    But it still does not detect the 16x16 map icons. Are you intentionally omitting those?

     

    I know there is an attribute for specifying an adjust for the map graphic, but I don't know whether the game uses that value.

     

    Regardless, I still like the program. smile

  12. Quote:
    Originally written by claudio:
    The "Fn"-Key "4"/"left" is on the normal key "u", which i need to open the "use"-dialog. But even when i would forget about the "use-dialog: the navigation via Fn-controls does not work properly either.
    You did try it at least, didn't you? Pressing Fn-u is not the same as pressing just u - it's a modifier key like Shift.
    Quote:
    Originally written by claudio:

    I think it is simply a matter of keymapping, where Avernum 1 & 2 has a different mapping than 3, 4, 5. So maybe the programmers can fix this in a newer version?
    A new version of Avernum is unlikely. You could try e-mailing him though. Check the website (spidweb.com) for the address.

    I definitely can't help you any more than I have so far (which apparently is not at all frown ).

    You could also try posting this in the Tech Support forum. I'm not sure whether it is more likely to be seen there, but it might be worth a try.

    And as I've said twice already, it might help to specify the model of your laptop.
  13. Quote:
    Originally written by Ephesos:
    Quote:
    Originally written by Celtic Minstrel:
    The one major thing I missed in Avernum 4 that hasn't been mentioned is the lack of elevation.
    For what it's worth, this has been discussed, and Jeff is bringing it back for A5.
    Actually, I knew this from the screenshots on Spiderweb's site. I was just mentioning that I missed it. (And I wasn't around when it must have been discussed, so I couldn't have known about that.)
  14. I really have no idea what's wrong. It works for me (although I don't usually use the arrow keys anyway). I suggest you try the "numpad" or the click method.

    (By "numpad" I mean using the fn key with the appropriate keys or whatever. Don't you have a fn key? It's usually labelled in a different colour eg blue.)

     

    You could also try redownloading the game and see if this fixes the problem.

     

    Also, if none of the above works, it might be helpful if you told us what system you are using - Windows or Mac, machine type, etc.

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