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Celtic Minstrel

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Posts posted by Celtic Minstrel

  1. Oh well... I was hoping he had just forgotten to document it. frown

    Quote:
    Originally written by Lazarus.:

    I think we found like 6 item 'properties' that are actually just ignored. Augment_number was one of them.

    What are the other 5? Are any of them documented?
  2. Quote:
    Originally written by Taliesin:
    Quote:
    But this would also block your way which could cause problems of not being able to get somewhere you need to get to.
    They did specify "breakable" trees. So you could just burn them up or hack them down when they had served your purpose.
    ... Since when can you burn / hack down trees in Geneforge?
  3. Quote:
    Originally written by Paladin95:
    I'm no computer programmer, so, please, correct me if I'm wrong, but it seems like a fairly easy idea to program if you keep the functions simple. All you would really need is the ability to generate NPC Serviles that will roam a specified area, similar to the NPC's that already exist. You can talk to them, and when you tell them to complete x task it will take z time to complete based on the number y of Serviles that are working on it. After that time is up, the item shows up on the map in the place you designated. It's not a whole lot different than how the school in G3 gets cleaned up as you progress through the game, except the prompts for the change to occur are caused by a talk node with a Servile instead of a plot element.
    This is a good idea and is also rather unlikely to happen. I do see that you might be able to do it within the scripting system though - the only thing required on the engine's part is to remember the addition of NPCs and the change of terrains.
    Quote:
    Originally written by Ijuuin Enzan:
    Or better yet, a disaster unique to this world: the genemodded plants, all to willing to usurp any building or clearing left alone for long enough. How about a new spell, Overgrow? Used on a section of forest, it would perhaps cause (young, breakable) trees to sprout up, barring your enemies path or even trapping them where they stand.
    But this would also block your way which could cause problems of not being able to get somewhere you need to get to.
  4. But there is a function to check for an item on a space and take it. Unfortunately it checks by class, but it's still there...

     

    Quote:
    Originally written by Niemand:

    Item records in BoA have a hidden "augment_item" property that seems to be ignored by the game (Editor, global.h ~line 521). "it_augment_item_type" is listed in the token parser code (Editor, tokntype.h ~line 1000), but is also ignored, I believe.

    it.

    Obviously the editor would ignore it since it does not affect how the editor displays an item. And I imagine (assuming this is actually implemented) that giving an item this property would not have any affect until you called the augment_item_on_space function.

     

    The only way to determine whether this works is to test it, which I can't do since I haven't yet purchased the game.

  5. If you use the extra spaces, does the game recognize them?

     

    Really though, it's rather silly that everything in this game is limited to arbitrary numbers. If all these arrays were made variable-length (with malloc() / new, of course - or the STL vector) then there would be vastly more possibilities with the game.

    (I understand that this would be a major undertaking and require a rewrite of the scenario format. But I really think it would be worth it.)

    (EDIT: I'm not sure whether someone is doing this already.)

  6. Quote:
    From scenario ported from BoE (dialog script):
    //OBSOLETE: Individual items can no longer be augmented.
    // You can hardcode this using the it_augment_item field and.
    // the augment_item_on_space function.
    Has anyone ever tried this? Will BoA actually recognise this undocumented item attribute and undocumented command or is it just something that never made it into the game?
    (This actually makes me think of the way augmenting works in G3+4.)
  7. Oh, right, sorry; eek I just didn't notice that my link was the same as yours.

     

    There's a version available here , but I think it's actually the same version. If an update were posted though I would expect it to be here rather than at the other link.

     

    Edit: I believe Boffo is working on the Win32 version at the moment but he isn't going to post the update until Ormus (who ported it to Win32) says we can release it under the GPL rather than the CPL.

  8. Quote:
    Originally written by Niemand:
    I dredge this topic up from the depths because I'm making good progress on the move toward the full version 1.0, and i wanted to ask for opinions on a bit of the user interface:

    I've rearranged the dialog box coder window to make all 6 strings visible at the same time, as requested by Kelandon. There's a full size screenshot of the new layout here . Does this look better than the old, or does it look too large and unwieldy?

    I'm also working on writing the documentation to go into the online script reference, but it's slow going.

    Lastly, I think that I may have successfully finished adding something that rhymes with 'ellchecking'. cool
    That screenshot is wonderful... A bit large, but still good. You could allow the user to choose between that and the original version though, in case people have smaller screens.
    Is this version available on your utilities page yet?

    This isn't exactly important but...
    Quote:
    Originally written by Kelandon:
    I've always been unclear on whether URLs are case sensitive, but I guess they must be, because there's a case problem in the link from your utilities page to the script editor.
    I think the case-sensitivity of URLs depends on the server... if it's a unix/linux based server, it may be case-sensitive, but it it's Windows-based, it won't be - I think...
  9. I was just referring to the fact that of the two Google Code projects for blades that have been made, only "blade-of-exile" has anything on it while "oboe" is empty. It would make more sense to me to keep both the ports and the improvements on the same project, but I suppose it's also reasonable to use "blades-of-exile" for the simple ports and "oboe" for the improvements.

     

    Also, we should get Jeff to post a link on the blades site, but first we need to know which link. Feedback please? Link to "blades-of-exile" project, "oboe" project, or perhaps both?

     

    Edit: By the way, could someone upload the OSX version to the site in Boffo's post? At the moment, only the Win32 version is available there.

  10. My suggestion:

     

    1. Upload the OSX version (executable + code) to the project . -- edit: changed project from this .
    2. Upload the Win32 version (executable + code) once the licensing issue is fixed. -- partially done (licensing issue still needs fixing)
    3. Get Jeff to put a link to the project here so that everyone knows that this is the "official" project.
    4. Continue developing wink

    (Since no work has been done, it does not matter which project is chosen as official.)

    (Edit: Based on activity, it seems that blades-of-exile is the official project. The oboe project could hypothetically still be used for the improvements project, but it seems a little pointless to me...)

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