Jump to content

Celtic Minstrel

Global Moderator
  • Posts

    4,162
  • Joined

  • Last visited

Everything posted by Celtic Minstrel

  1. Quote: Originally written by LakiRa@: to C.Minstrel-there is no need to use so much graemlins Sorry. I don't usually use so many.
  2. 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.
  3. What happened to them? Are they broken? Lost? Missing? Turned into chickens? What? If you're going to miss them it means they're gone, right? Right? Seriously, I'm not going to miss them... but I may miss the continuation of the series.
  4. 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!
  5. 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. 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.
  6. 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 ). 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.
  7. You mean it produces the flash but doesn't teleport? If that's what you mean there'd be an easy workaround - just call the function again with mode 1.
  8. 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.)
  9. Is there no key on your keyboard marked fn? What kind of computer are you using? As in the model, not the OS.
  10. 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.
  11. A teleport spell could be very difficult to implement.
  12. If you want to read this information, find the relevant graphic in the Files folder. On the Mac, it's in the file "Geneforge 4 Graphics" (or 3).
  13. Someone should really contact Ormus (via PM or email) to resolve the licensing issue on his Win32 port.
  14. The one major thing I missed in Avernum 4 that hasn't been mentioned is the lack of elevation.
  15. They don't need gametes. Think of it as taking a cell and injecting the new DNA into it. Voila, a zygote (provided the DNA codes for some multicellular creature).
  16. ... I never said anything about extra SDFs.
  17. Usually movement is done with the numeric keypad. On a laptop, this will probably involve the use of a fn key together with other keys on the right half of the keyboard. You can also click near the lead character and they will move towards the pointer.
  18. I usually name my creations, as well as trying to keep them alive as long as possible.
  19. Oh well... I was hoping he had just forgotten to document it. 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?
  20. 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?
  21. 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.
  22. 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.
  23. 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.)
  24. I'm pretty sure it_augment_item would not be a command but an attribute to use in item definitions in the scenario data file. Did you try it this way?
  25. Oh, right, I remember that now... I don't think I used it much though.
×
×
  • Create New...