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Celtic Minstrel

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Posts posted by Celtic Minstrel

  1. 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.)
  2. 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.

  3. 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...
  4. 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.

  5. 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...)

  6. This may have been mentioned before, but I recommend upgrading the game to C++. Also, for variable-length arrays, I recommend the STL . I would be willing to do this myself if I had time (by which I mean lots and lots of time!) and if I had any idea how to use the source repository system.

     

    This would of course also require a major overhaul of the file format, which may have already been started.

     

    On another point, here's a few bugs that need fixing:

    • Make the waterfalls work in town. For some reason, they don't seem to work in town, at least in my version.
    • When the party is split up, Affect PC special nodes should only affect the active PC. In particular, absent characters should not have their skills etc. improved!
    • When an item is placed and the Amount/Charges field is filled in with a number other than -1, it has no effect (unless the item is food or gold)
    • The Alien Beast graphic bug (mentioned recently I think)

    And could the labels for checkboxes be aligned right rather than left so that it is easier to see which label corresponds to which checkbox?

    (Sorry about this double post - I wanted the thread to be brought to the top of the list since it hasn't been posted to in several days. If this is not a good reason to double post, tell me now!)

  7. Quote:
    Originally written by Jewel:

    As for having a Vahnatai in your party, there is a way to change the default graphics so you can look like one.

    Copy the file pcs.bmp into a different folder or put it on the desktop. You should find it in the 'blscened' folder. Open it with paint or something similar and overlay the graphics you want on the graphics you don't want. Put the original pcs.bmp into a folder labeled 'original pcs' or something like that and then put the edited pcs.bmp in it's place.
    Keeper off: on the Mac, you'll need a resource editor such as Rezilla (ResEdit if you still use Classic smile ). I'll assume you're using Rezilla, although the process is probably the same for any other resource editor.

    1. From within Rezilla, open the file "Blades of Exile Graphics" (in the scenario editor folder). Make sure that you select the "resource fork" option at the bottom of the open dialog.
    2. Double-click on PICT (or click the little triangle).
    3. Find resource ID 902. Select it and copy.
    4. Paste into your favourite paint program, edit as Jewel said. Make sure it is in the upper left corner of the document (ideally the document should be the exact same size).
    5. Copy the edited sheet and return to Rezilla.
    6. Open resource 902 and paste in the new sheet. You're done!

    You should probably back up the file before doing this!
  8. I'm pretty sure "undefined reference" means that it can't find a function. Assuming the function actually is defined, this means either it needs to be declared extern or it needs a prototype (also extern I think) in the file that references it (or a file #included by that file, obviously).

     

    I think I haven't missed any possibilities here...

  9. You should fix the problems yourself and release the fix somewhere, but also explain how you did it so someone can do the same to the Mac side (if necessary).

     

    What file are these errors in? The executable? Only, if it's "Blades of Exile Base" (bladbase.exs on Windows), the errors can be fixed in the scenario editor... but it sounds like the errors are perhaps not in that file.

  10. Quote:
    Originally written by Arenax:
    I'm ripping apart the source code in an attempt to port it to C#
    Please, no C#! This is originally a Macintosh game, and C# is basically a Windows programming language. It needs to run on both platforms.
    Quote:
    Originally written by Thomas Frost:
    Is there any compiled registed version for windows? 16 bit will do
    Ormus had a Win32 release. Check out this thread .
  11. I don't expect performance would be a problem, but if it is you could just update the automap (in an area that has already been mapped) when a terrain changing node is executed.

     

    I think the other way would be better though.

     

    Speaking of the automap, it would be nice to make that window resizable so that you could, if you wished, view the whole of a medium town (or even a large town) at once.

  12. I just remembered something about the Mac OSX release. All the resource files (Sounds, Graphics, and the .rsrc files) are twice the size they need to be because every resource in the resource fork is duplicated in the data fork. Only the ones in the resource fork are used.

     

    Edit: I was also wandering: would it be a good idea to remove the password-protection option? I ask mainly because BoA doesn't have it, but also because I'd like to be able to examine some of them. (No, I'm not referring to cheating with the ScenEd.)

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