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Posts posted by Celtic Minstrel
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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.
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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.
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...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.
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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 BoE Editor documentation, which you can find a link to in the forum header.
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That was my thought too. XD
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I think you mean "utmost".

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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.
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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...
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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.
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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.
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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.
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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).
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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.
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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.
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I've pushed all the fixes from your second post to master. Thanks for the help!
On 11/21/2017 at 5:38 PM, Ir the Great said:(Personally, I disagree with that. While I can understand why you would find that to be best, it is very inconvenient for most people especially considering that OBoE has external dependencies that make it more difficult to build.)
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.
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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).
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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.
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16 hours ago, Ess-Eschas said:
I was a little unclear in what I wrote, though. Those corner tiles I were referring to weren't the L shape tiles you get on an inner corner (which you can form from, say, combining I and _), but the outer corners. These corners are the little sections of frills that appear only in the very corner of the tile, and link together two edge-frill tiles on either side. So, for example, if you had a square of land in the middle of water, the corners of that square would be outer corners. That third square of pit frills has all four of those little blobs of frills in the corners.
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.
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Personally I would've preferred seeing this in the newer graphics, but nevertheless it looks pretty good.
On 10/27/2017 at 6:55 PM, Ess-Eschas said:P. S. For those that are interested, I think that the early Exile games generate the frills automatically depending on which tiles border which tiles. If a terrain requires a frill, the appropriate frill of the pit tileset is overlaid over the bordering tile. You can see this most clearly in Exile 2, where the bridge tiles actually have land covering the end of the bridge if you look closely enough. The frilling is quite clever, since there are only 3 terrain frill tiles, both of which contain multiple sets of frills (west-east, north-south and corners).
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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A new release build is probably possible right now, I guess. I honestly think it would be better for interested people to check out and compile master, though. Especially Mac users, since I'm not sure whether builds I make will run properly on the latest OSX - the gulf just keeps widening and I wouldn't be surprised if there's a point where stuff deprecated since 10.7 is simply removed.
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Another option is labelling them that way here in this thread, rather than on Youtube.
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Whoa cliffs overdose. O_O
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*blinks*
Okay, I think we must have been talking past each other, because I was talking about Open Blades of Exile, not Exile III. Sorry for the confusion.
Note that Exile III for Windows is not a 32-bit app. It's a 16-bit app. 32-bit apps can run on 64-bit computers, and 16-bit apps can run on 32-bit computers, but 16-bit apps cannot run on 64-bit computers.
And uh, if I was going to go the virtualization route, why Windows on Linux? I barely use Linux at all, and I do use Microsoft Visual Studio since it's actually a pretty good IDE. Virtualizing Linux on Windows would seem to be a smarter plan if I were to go that way.
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The linux branch is out-of-date. If you could merge master into the linux branch, I would expect it to work, but can't be certain (and the merge is probably not a clean one in any case). I'll get to that merge eventually; I just keep putting it off because booting up Linux means shutting down Windows.
The scons script "installs" the game in the source directory, under "build/Blades of Exile/", so if it said the build succeeded, that's where you'd have to look. If the build failed, I'd like to hear why. Note that the scons script doesn't quite seem to work on Windows (I was working on that a couple days ago).

CBoE downloads gone?
in Blades of Exile
Posted
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.