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Celtic Minstrel

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Everything posted by Celtic Minstrel

  1. Ehehe, maybe there's a bit too much loot there... But the radiant sling is cool, isn't it? Did you notice that those areas of stone wall you couldn't get into (or at least some of them) were actually the basements of various shops?
  2. That weird room you couldn't get into at the inn was supposed to be an elevator, so you're not missing anything there. (I have no idea why the door turned to water.) The dice game actually works and can get you some money if you're lucky. There was supposed to be a poker game too but I never finished it. There sure is a lot of stuff that could use improvement here, though... like pretty much all the dialogue...
  3. Huh, what a coincidence. I should perhaps note that two side areas in the scenario's main town are unfinished if I recall correctly; I don't think it'll actually break anything if you try them anyway, but it's been so long that I can't really remember.
  4. I haven't been watching but was going to at least watch the episodes of my scenario...
  5. Huh? The version from Spiderweb's site should be able to run all existing scenarios with the exception of Sylae's more recent one (I forget what it was called though). It's true that it can't show more than a certain number of scenarios in the scenario selection dialog, but you can get around that by manually moving around the scenario files. I guess it's a bit tedious but it should work.
  6. As far as I know, the unstable version is the only one that uses a .boes extension, and it can still load .exs scenarios too. In theory it also runs on XP, though this hasn't been extensively tested. If you want a stable version your best option is probably to either find the Ormus version or (provided your Windows is not 64-bit) just download the original version from Spiderweb's site.
  7. If I recall correctly, BoE's default monster list has the hill giants, not the cave giants. And I'd hesitate to call the hydras new given that they were in E2.
  8. Doesn't the Wand of Carrunos turn townspeople hostile though? It's supposed to be a cursed item and is functionally an attack item, so I'd expect it to turn them hostile.
  9. ...was there ever a version of BoE that uses .cboes as a file extension? The open source version uses .boes (no C). You could give it a try if you want, though I think it's still not stable. It can definitely open old .exs scenarios, too.
  10. If you set the stuff done flags in any "one-time" node to something other than -1, that special will trigger exactly once and then never again... provided it's the first special node in a chain. If there's a white dot on the location, it will disappear. You can probably "undo" this by using a "set sdf" node to set the same flag-pair to have a value of zero; it won't restore the white dot, but I think it would allow the special to be triggered. (So, just don't use a white dot if you want to do this.) Incidentally, it sounds like you would benefit a lot from reading the B
  11. I was originally planning to wait until SFML released an update supporting cursors before merging the Linux branch, but nevertheless, I'll look forward to your pull request. Menus are pretty much the major thing that's missing in the Linux version. It's quite a big thing, and I really wasn't looking forward to implementing them, whether it be by diving into GTK/Qt or by hand-rolling my own menu implementation.
  12. Thanks for the build! I've mirrored it on my site as well. The glitches you're mentioning sound a lot like an issue that has been occurring on and off for quite some time - several times I thought it had been fixed and then someone reported it was still happening. Sadly, I have no idea how to actually fix it...
  13. It's not having access to a modern Mac system, yeah. My Mac (which I'm posting this on) still runs OSX 10.7, and the last Mac build I released had problems running on someone else's Mac. I don't think I can make builds that can run on a modern Mac system. In other words, if you could provide periodic Mac builds of master (even just whenever I post a Windows build), that would be great.
  14. As promised, here's a new Windows build. I'm not going to make Mac builds anymore unless specifically requested, because I don't believe they will run on modern Macs anyway (they should work on 10.9 and earlier, I think; not sure about 10.10 and 10.11). EDIT: Oh yeah, I suppose I should mention what's new in this build. It has the UI scaling option in the preferences (2x by default, other scales can be obtained by manually editing the prefs file), plus the bugfixes that Ir posted in this thread.
  15. If I recall correctly, spears and slith spears were both two-handed weapons in the original Exile trilogy, but in Avernum they became one-handed weapons (and added pikes as a two-handed spear). I'm pretty sure that was the case even in the original Avernum trilogy, though it's been ages since I actually played them so I can't be certain.
  16. If I understand correctly, you're trying to show the question with a Display Message node, right? However, you're triggering the special through a dialogue node. Unfortunately, dialogue alters the meaning of Display Message (instead of showing a dialog box, it sets the eventual response in the dialogue node). If you actually want to show a dialog box to the screen while talking to someone, you'll need to use one of the three 6-string dialog nodes (Display Dialog).
  17. Yeah, I realize that. Convenience for the users is inconvenient for me, particularly in terms of supporting modern Mac OSX. I strongly suspect I'm not able to do the latter myself, actually. I should be able to find time to at least make a new Windows build after Christmas, but if someone else could step up to making periodic Mac builds (I can still host them), that would be helpful.
  18. While I can say it's almost certainly (mostly) possible, I have no idea how you'd do it. You could try examining the (known) Blades of Exile legacy save file format (which should be pretty similar) to try and figure out where that would be in the Exile 3 format, then use trial and error to work out the exact location from that approximation. I don't think you can confer a permanent flying effect, though, particularly since it automatically expires whenever you enter a town.
  19. I've pushed all the fixes from your second post to master. Thanks for the help! Yeah, it's certainly less convenient to have to build it yourself. It's pretty inconvenient to have to manually release new builds though, too. Especially for platforms other than Windows where I can't even be sure my builds will work.
  20. It's possible in the buggy new version, though I don't think I've released a build yet with that capability (so you'd need to build the game yourself).
  21. I would recommend emailing the original artist if you want to use the BoE graphics, though as ADoS says it's technically not necessary given the GPL on OBoE.
  22. Oh, I think I see what you mean now. Pretty sure BoE does also have these corners in addition to the separate wall-round-off corners.
  23. Personally I would've preferred seeing this in the newer graphics, but nevertheless it looks pretty good. At least in Blades of Exile, the corners aren't used for water and lava - instead, they're applied to the corners of the artificial walls (stone, adobe, or basalt). A water/lava corner simply gets both west and north frills, for example.
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