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Chokboyz

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Everything posted by Chokboyz

  1. Originally Posted By: Celtic Minstrel Uh, I looked at it. It's definitely C++, and would not compile as C. Oh you're right, the RECT16 structures i copy/pasted are C++. That shouldn't be hard to change though Originally Posted By: Celtic Minstrel Also, you've misattributed that quote. I really need some rest ... Chokboyz
  2. Ok, the code is uploaded (crappy frontend didn't upload the folder but its content so the files are right under the trunk folder, i'll correct that ... ) Done The Win32 executable is also uploaded. Chokboyz
  3. Originally Posted By: Celtic Minstrel Chokboyz, if you could upload that password removing thing in the repository (perhaps a subfolder within Win32) that could be useful. Then I could port it to Mac, so that it's available for both platforms. The new editor bypass the password protection checks, so works for both old and new scenarios. The password removing part (in fact setting, as you can set the password to whatever you want) is about an executable meant for people that either don't want to use the new editor (for some reason) or can't use to the new Win32 editor (Mac people for the most, though Classic BoE is working fine under Wine). And you're welcome, Chokboyz
  4. Originally Posted By: Celtic Minstrel Chokboyz, if you could upload that password removing thing in the repository (perhaps a subfolder within Win32) that could be useful. Then I could port it to Mac, so that it's available for both platforms. Given that it's written in plain C that wouldn't be hard Chokboyz
  5. Originally Posted By: Ahbleza What/Which version do I use and will it affect what I presently have on my machine? It depends ... If you're on Windows, get the Classic BoE package at Google Code Download page. The editor is fully backward compatible ... No modification will occurs when using Classic BoE (mostly bug fixes and new features, no deep changes for now). If you're on Mac, there may be a editor floating around somewhere, but i don't know anymore Third question about password protection, so i'll definitely upload the password removing command line executable. Chokboyz
  6. Originally Posted By: Thuryl This is annoying, because a lot of scenario designers deliberately give important items a value of 0 so they can't be accidentally sold. I don't know if that would help, but we can check for a potential special class before deleting the item ... Originally Posted By: Celtic Minstrel Speaking of item flags, I added an "Enchanted" flag a while back. I think it was so that if you enchant a sword with Shoot Flames, it won't disappear once it runs out of charges. (That is currently the case, right?) It indeed disappear with the last charge ... Originally Posted By: Thuryl Pretty sure it's whichever item they're carrying first that gets kept, but you're the one who's poking around in the source code. Exact, first on the list absorb the others. Chokboyz
  7. Originally Posted By: The Almighty Doer of Stuff The first 100 flags are reserved by the game for standard items that are used in most scenarios, so that they'll combine between different scenarios. I believe 101+ type flags are stripped from the items when the party leaves the scenario. Ok, that all makes sense now ... Thanks. Originally Posted By: The Almighty Doer of Stuff Also, I think Chokboyz was referring to deleting items when there's more items on the ground in a town than the game can handle. It deletes rocks from the ground first because nobody cares about rocks. Better to delete a rock than to delete the Ubersword of Death. That's it. For information (designers out there ?) : rocks are (were) deleted first, then items with value less than 3, then items with value less than 30, then non-magical items, then a random item. Conclusion : don't give your Ubersword of Death a value less than 30 Chokboyz
  8. Originally Posted By: The Almighty Doer of Stuff Type 15 is your standard, run-of-the-mill Rock, both the large form and the small form. That explains why it would be deleted first, thanks Originally Posted By: Celtic Minstrel That's correct. (By the way, I think there's a problem in which brewed potions won't combine with potions found in the scenario. I'm not sure there's anything that can be done to fix that though. There's also another problem where preset items – the ones given to a new party – won't combine with equivalent items in a scenario.) Sounds like not giving the correct (or any) type_flag for those items ... Originally Posted By: Celtic Minstrel Uh, what? I have no idea why that would be the case. In the bladbase, type flag 15 is the two rocks, so it doesn't really matter, but someone could reuse it in a scenario if they decide to delete the rocks. Skipping the check wouldn't hurt anything (it won't make a difference if the party doesn't lose any rocks they may be carrying), so I say we should remove it. Which function? I've skipped it already as the rocks will be destroyed first with the second check anyway. Function : destroy_an_item() . Chokboyz
  9. Originally Posted By: The Almighty Doer of Stuff So presumably the new editor is placing a password on scenarios created with it. Technically no, it's the old editor that checks the password with variables that are not updated in the new editor. Having the new editor put no password (for the old editor) on opened scenarios would involve readding the useless password calculation functions, Click to reveal.. (Example of such a function) short str_size_1(short flag) { long k = 0; k = (long) flag; k = k * k; jl = jl * 2 + 1234 + k; jl = jl * jl + 84 + k; k = k + scenario.scen_str_len[0] + scenario.scen_str_len[1] + scenario.scen_str_len[2]; jl = jl * 2 + 1234 + k; k = k % 3000; jl = jl * 54; jl = jl * jl + 84 + k; k = k * 4; k = k % 5000; k = k - 9099; return (short) k; } which would be a waste of space (and cpu). If someone ever need to remove a scenario password (for a given state) i'll gladly upload an executable that do such. (and give the code away, of course) Chokboyz
  10. Originally Posted By: Celtic Minstrel That's true, but the version with passwords disabled may overwrite it with something random. (I'm not really sure though.) It doesn't even need that, the password is calculated with variables such as the number of town, values of certain flags (others being decoys), and so on. I've written, some times ago, a command line executable that would set the password of any scenario to whatever one wants. It must be somewhere on my disk, but i thought it would be useless with the "password check removed" editor To ADoS : the "Move Party" node messing with talking message bug is fixed. Chokboyz
  11. Originally Posted By: Celtic Minstrel Yes, that's the one I meant. Is there any reason you can't call end_split() there? There's no reason preventing end_split() from being called. (the reason why i don't call it, is that I prefer setting a few values manually (it's a debug function after all ), bypassing the checks of end_split() than calling the big function. But it's completely irrevelant, end_split() will, of course, works there) Chokboyz Edit : little question, what is this item "type flag" field ? Ok, I see, it's a field that is used when combining things, adding charges, etc ... And how comes it value can range from 0 to 1000 when its type is unsigned char ? Also, is there a reason why items with "type_flag == 15" are destroyed first when an item needs to be destroyed ? Those two should be fixed in my opinion.
  12. Originally Posted By: The Almighty Doer of Stuff Perhaps the refresh should be on the Affect Gold (and probably Food) node itself? What, the affect Gold Node is also affected ? Ok, we're not speaking of the same bug (!), i'll fix the Affect Gold/Food nodes. Originally Posted By: The Almighty Doer of Stuff Also, curses! I can't open my scenario in the Super Editor to make the god items! It asks me for a password, but I assigned it no password. CBoE has no scenario password functionality at all, as far as I'm aware. Ugh. So much wasted effort. I'll remove the password for you if you want. Originally Posted By: Thuryl A scenario with no assigned password should have a password of 0. Did you try that? If i remember correctly, the Scenario Editor doesn't ask for a password is the password is 0. Chokboyz Edit : both nodes have been fixed.
  13. Your first node is calling a "Move Party" node which prevent the talk strings from appearing. I think there is a if (which_mode < 3) missing at this place in the code ... I'll check that. Chokboyz Edit : Originally Posted By: The Almighty Doer of Stuff Another bug: Excess gold is not dropped when a special called during dialogue gives the party lots of gold. Try following the instructions in that unfinished scenario, and when you talk to Deifier, ask him about "Halibut", then "Buckwheat". Then, train Spell Points as high as they will go for all party members. Then say "Kingpin" and then "Buckwheat" again, and train again. Watch the gold counter as you do these things. Fixed. (simply refreshed the pc_screen when training is finished) Note that spell points/health points were not updated either.
  14. Originally Posted By: The Almighty Doer of Stuff FYI, Ctrl+N does not create a new party, despite advertisement to the contrary in the File menu. Fixed. I wonder how many things remains advertised but non working because whoever put it in forgot to wrote a last line of code (that was the case here) ... Thanks, Chokboyz
  15. Originally Posted By: Celtic Minstrel Any chance of moving SDF(305,4..8) to SDF(306,10..13)? I'd sort of like to have all preferences on row 306... then I could do something like PSD[PREFS][NO_MAPS] to access them. I didn't change the SDF array, but i guess it's ok ... Originally Posted By: Celtic Minstrel (By the way, is PSD[305][7] actually unused?) I use it for "Faster Boom Effects", but can change that easily. Implementing Split with the ID method would probably works ... That seems quite a lot of work, though Originally Posted By: Celtic Minstrel EDIT: By the way, is there any reason the "Reunite Party" debug option cannot be implemented using the end_split() function? I don't have such debug option. If you're speaking about the check in the "Leave Town" node (case 'B'), then it's basically doing the basic operations needed to reunite party without the need to call the function. Chokboyz
  16. Originally Posted By: Celtic Minstrel As far as I can see, this is already the case in my code (it simply says "play_sound(spec.ex1a)". I can't remember if that's because I already changed it or if it was already that way. I've just checked and, in fact, the Windows code is once again in a different state (call 1000 + sound to assure synchronicity) ... I've corrected that. Originally Posted By: Celtic Minstrel I just checked, and I do in fact set univ.town.num (the equivalent of c_town.town_num) to 200 in the end_town_mode() function. I've moved the town.num set (i use -1) to the end_town_mode() function as well. Originally Posted By: Celtic Minstrel I've done this, and also added some elses (no point checking for "look" when you've already established that the question was "name", right?). Also, with regards to the text box (which I haven't done yet), would it be possible to make it not have focus until the user type 'a'? Then you can type 'n', 'b', 'd', etc, for the default responses, or type "akumq" followed by return to ask about kumquats. (Of course, you can already do this...) The text input box is an option (activated via "Preferences"), that "a" always brings up the ask box. Chokboyz Edit : Originally Posted By: Celtic Minstrel We could call it adjust_diff if you'd prefer. Sold. Originally Posted By: Celtic Minstrel Oh great, handle_action. Well, hopefully it won't be too hard to find. Within the ten last lines Originally Posted By: Celtic Minstrel With this post, I think I'm finally caught up on this thread (finally). I've got a few things already added that will made it through Classic BoE version 1.0, but you done the hardest part
  17. Originally Posted By: The Almighty Doer of Stuff I'm slightly confused. Will we eventually be including every scenario with the package, or just the three standard plus Bandit Busywork in the Custom Scenarios like it is with Win32 CBoE Beta 2? We're not really under any obligation to include it at all, even if it is the only post-release Jeff Vogel scenario. I'd much rather see scenarios Milu's "New Market City", and maybe Jewels's "Sound Showcase" included with the package, if we're not including every scenario we have. I don't think we'll include any scenario besides the three standards (plus Busywork because it was Jeff's, but we can remove it safely) in the game package ... (and last time i checked, the "all scenarios" package was more than 40 Mo large (30 if better compression) ...). That's, of course, open to debate ... Chokboyz
  18. Originally Posted By: Celtic Minstrel That's odd, I'm not sure how Exile 2 could get an E3 graphic (unless it somehow loaded the wrong file). Apart from messing with the graphic files, it would say playing Exile III right before playing Exile II and having a nasty memory overrun somewhere in the code (and yes, there was such in the BoE windows code). Chokboyz
  19. Originally Posted By: The Almighty Doer of Stuff Now that I've been attempting to play through Bandit Busywork, I'm realizing just how sloppily it was put together. Spelling mistakes, they're/their/there and similar mistakes, missing quotes, buggy node chains. Plus it's only four towns long. the scenario really does feel like busywork, complete with entirely unlikeable people giving you the work to do. Do we really need to include this with the program? I'm worrying it will give people a bad impression of BoE, especially since it's a beginner-level scenario that could possibly be the first one they play. I have no plan of including this one in the Three "official" scenarios (it will be included in the Custom Scenarios list, thus people won't think of it as something official). By the way, if you feel like correcting those spelling mistakes, missing quotes (?) and buggy node chains (???) we would gladly add the revised version in the next release. Chokboyz
  20. Originally Posted By: Celtic Minstrel As for the absorb spells thing, I searched for the keyword "absorbed" but only found the damage_monst() case... that one's fixed, but I'm not sure where to find the other one. It's because it doesn't print text in the second case : Originally Posted By: From Mac code void magic_adjust(creature_data_type *which_m,short *how_much) { if (which_m->m_d.spec_skill == 26) { *how_much = 0; which_m->m_d.health += 3; } if (which_m->m_d.immunities & 1) *how_much = *how_much / 2; if (which_m->m_d.immunities & 2) *how_much = 0;} Originally Posted By: Celtic Minstrel I did it like this [...] I did it pretty much the same except i won't max the health ... Either way is fine for me. Originally Posted By: Celtic Minstrel Whoa, I just thought of something that's possibly not quite right here. Suppose you have an Absorb Spells monster whose current health is 32760, and you do 10 damage. Since 32760 + 10 = 32770 > 32768, the magic will not be absorbed, false will not be returned, and possibly the monster may take damage. There's no brackets after the if, so the only part skipped will be the health increase. The string "Magic absorbed" will be added to the text buffer and FALSE will in fact be returned. Originally Posted By: Celtic Minstrel Nice and descriptive, though a little long. (I also prefer thisTypeOfName, but that's beside the point.) How about simply adjust_hp? I don't mind typing but i understand your point. Adjust_hp is little more misleading, but that's ok if you prefer. Originally Posted By: Celtic Minstrel I'm going to implement this. If I recall, there should be at least two places where PSD[sDF_IS_PARTY_SPLIT] is checked or set, plus I need to convert existing party split data when loading a saved game. Is there anything else I should know here? Quick glance at the code : i've got, three checks for the PSD is_party_split ([304][0]), one at the end of the handle_action() function which kicks in if the party is toasted, the second is the Split Party node safety check and the third is a safety check at the beginning of the end_split() function. I've also got three setting of this PSD : one in start_split(), one in end_split() function and the third when using the Leave Town debug key. Functions related start_split() and end_split(). Chokboyz
  21. Originally Posted By: Celtic Minstrel Perhaps. Do you have any better suggestions? I've put that on the Known Scenario Bugs list. We can, of course, implement your check for extra safety Originally Posted By: Celtic Minstrel Class member of what? creature_data_type (Ormus' work) Originally Posted By: Celtic Minstrel I've already deleted the unused fields in my code, since I'm not worried about compatibility (the original struct is still used anyway for loading). I believe your code also uses the original struct for loading? Ok for the bit field. And i use the original structures for loading as well. Chokboyz
  22. Originally Posted By: Celtic Minstrel I think "Highly Protected" could work – isn't that what Rentar-Ihrno's ability in Exile 3 was listed as? It was exactly that, "Highly Protected". Chokboyz
  23. Originally Posted By: Celtic Minstrel So, um... what did you do to fix this? http://code.google.com/p/openexile/sourc...ile/ACTIONS.CPP , line 2519. Originally Posted By: Celtic Minstrel Since this is already done whenever the pc_combat_move() function returns true, and there was already a check to see if current_pc had changed in pc_combat_move() which then returned false, I simply changed it to return true. Wow, i've overlooked this ... Thanks. Originally Posted By: Celtic Minstrel Possible fix: create a copy of the monster to be killed at the top of the kill_monster() function, and reference that instead of the original thereafter. This works provided that the monster needn't be altered (apart from clearing the slot, which would still access the original). That should works ... but i really think this is a design flaw ... Originally Posted By: Celtic Minstrel We still haven't decided on this, have we? (about weapon augmentation cost) I've left the code in state it was at this point (that is legacy cost + slower linear increase for the last 100 gold). I'll gladly change it, if needed. Originally Posted By: Celtic Minstrel Sorry, which function is this in? Boolean damage_monst() if i'm not mistaken. The second occurence is in adjustMagic() (name may vary, since it's a class member in my version of the code). Originally Posted By: Celtic Minstrel A search did not reveal any instance of checking for ability 122 – where did this occur, in case I missed it? The other one has been fixed (and now uses the enum instead of a number to make this clear). May be windows only (as it is often the case with typos like that). The function is member acid of the class pc_record_type (translates to acid_pc() which checks the correct ability, i've just checked in the original Mac code ... ) Originally Posted By: Celtic Minstrel By the way, I think I've implemented the difficulty adjust disabling (if difficulty_adjust() is the only place I need to change anything). It's indeed the only place to change, so it's implemented Chokboyz Edit : did you do something with the unused fields in town_record_type (res1, res2, specials1, specials2) or can use one for a hide_map field ? (if i remember correctly we decided it was supposed to be a town property ...)
  24. Originally Posted By: The Almighty Doer of Stuff Actually, now that I think of it, perhaps the "Ask About..." button could be replaced with plain text "Ask about..." and a text entry field Ok, i've added a preference switch that makes an edit box (that's the text entry field) appears next to "Ask About". The box is tested and fully functional. Chokboyz
  25. Originally Posted By: The Almighty Doer of Stuff Just a quick question, because I wanted to show my girlfriend BoE and she forgot her Macbook at home. Are the save files currently portable between Windows and Mac, or is it only portable between old Mac and new Mac? Original BoE only knows to read the savefile of the system it runs on. Classic BoE knows how to read any savefile (Windows/Mac O.S X and PPC Mac). The Classic Edition of the Character Editor won't read a PPC Mac file though (i though it was not worth adding, since you only need to save the file once after opening it in the game to convert it to Win/OS X endianness). I think the Windows compatibility isn't achieved for now with the newer Mac version. Hope it helps, Chokboyz
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