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Xoid

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Everything posted by Xoid

  1. Quote: Originally written by *i: I encourage you to join up at the Lyceum, it has become underused as of late and would be nice if it would be the central hub for designing it once was. Meh. I tried registering a couple of weeks back and had all sorts of problems. Even if someone offered to help, I just couldn't be stuffed now.
  2. Quote: Originally written by Thralni, chicken god prophet: Maybe, could you show mr some improvements on this script? [semi-rant] Perhaps. You'd have to get over your irrational fear of someone stealing your idea - it either will happen or it won't. If you manage to come up with something that is truly unique, then people will notice if something similar comes along later, claiming to be an original idea. It's not such a bad thing, as long as credit is given where credit is due. If somebody bases a script off my work and I get credit, then I have no problems with it. On a cursory inspection, your machinery/goop/vats idea seems geneforge-esque. But it may be based off the filth factory in Avernum 3, or... I could speculate for days. There are few truly original ideas any more. It's not about where you get your inspiration from, it's about what you create from it. There have even been cases where two people have made the nearly the exact same creation as each other, and entirely independant of each other. Transistors are an example, IIRC. It's hard to offer suggestions on your code as a whole, when I have no idea what your code, as a whole, does. No one is going to thieve your plot. They might thieve your code, then managle it, optimise it, and change what it does to the point where it no longer resembles your work, but they won't thieve your plot. [/semi-rant] Quote: Originally written by Thralni, chicken god prophet: EDIT: what you already showed: yes, i tried that once, but the game had problems with it, so i didn't do it a second time. Hmmm. Sorry. The == should have been != Revised, it looks like: Code: beginstate 25; if ((get_flag(20,19) != 0) && (get_flag(20,7) != 0)) { set_flag(20,8,1); } message_dialog(".","");break; Note to self: don't try to help people whilst operating on no sleep.
  3. Quote: Originally written by Ephesos: Ouch, that stretches the screen. 2) Take out the end(); that's within the if-statement. That's what's keeping the state from getting to the set_flag() call before the second time through. @Ephesos: If you are referring to the couple of if-statements that work like this: Code: if (get_flag(20,19) == 1) { message_dialog(".",""); end(); } set_flag(20,19,1); message_dialog(".",""); Then you are wrong. If you are referring to the if-statements that work like this: Code: beginstate 25;if (get_flag(20,19) == 0) { message_dialog(".",""); end(); } if (get_flag(20,7) == 0) { message_dialog("."); end(); } message_dialog(".",""); set_flag(20,8,1); break; Then you might be right. If Thralni wanted to ensure that SDF 20,8 was only set to 1 when SDFs (20,19) and (20,7) were equal 0, then there is no problem with his code. It makes for fewer characters (and less processor work, too?) if he had of done it like: Code: beginstate 25; if ((get_flag(20,19) == 0) && (get_flag(20,7) == 0)) { set_flag(20,8,1); } message_dialog(".","");break; @Thralni: Your scripting is sloppy, and this being your first scenario is no excuse. Not trying to be mean, just honest. It works nonetheless. If you want a decent excuse, try using the obvious one: you have little to no prior programming experience. (I'm certain that this is the case; in an earlier thread you were asking many, many, basic questions about variables. You seemed somewhat clueless.)
  4. Quote: Originally written by XicanoWan: Hey Archmage Andrew, I have found that the level 3 curing can be found by the stone structure that looks like stonehenge on the isle of Bigail. I prayed and got it. As for acid I used the fungal leather armor on my strongest warrior (Pai-Mei Wan) and used rods, magic and missiles with the others. Hope this helps. Because Archmage Andrew mentioned Grah-Hoth's domain, I assumed that he was playing Avernum 1. Andrew: if you are playing Avernum 1, Mass Curing Level 3 can be obtained by doing a quest for the sage in Blosk. Take his message to Shaynee (sp?) and she'll let you read some scrolls that teach you Mass Curing Level 3.
  5. Weird beyond belief. I imported that town from the smaller and unreleased scenario made inbetween v1.0.0 and 1.1.0. I had no problems. I did had a small problem when importing a town earlier though. I just exited the program, restarted it and tried again. No problems after that. Is this bug more prevalent in the Mac version of the BoA editor, or was I just lucky? Side note: The bug where a sign's text is erased upon a new floor being 'painted' over it was quite a pain. And will the 'Clear All Items' bug ever be addressed?
  6. Quote: Originally written by Notye but Neyse: ...Mass Sanctuary... Sounds like an Exile spell. Probably is. Can't help you with that, unfortunately. Quote: Originally written by Notye but Neyse: I never really understood what Sanctuary...did. Could someone please explain? At higher levels sanctuary gives you martyr's shield. Every time an enemy hits you, they hurt themselves to a lesser degree. Sanctuary also protects you from melee attacks. (It should protect you from ranged attacks, but the code for that is buggy.) It protects you from melee attacks by not letting them happen. Once you have attacked though, the effect of being 'untouchable' wears off. (You still keep the martyr's shield and other effects that the sanctuary spell gave you until they wear off naturally.)
  7. The problem doesn't seem to be with your code. A barebones scenario with just your code and that *.bmp worked prefectly for me. (I changed 504 to 680, since you didn't supply G504.bmp though. Unlikely to matter really.) You said it was the Mac version giving you problems, but that you had everything in the *.cmg in the correct place? You'll need to ask a Mac user if you want someone else to double check that.
  8. Quote: Originally written by Delicious Vlish: (Though not four Nephils with the Divine Blood trait.) That part's easy! 1 horny angel or deity + 1 horny Nephilim = 1 Nephil with divine blood. Assuming the angel (or deity) and the original nephil were still frisky, the other three divine blood Nephilim are merely the first's younger brothers (or sisters, if there's a feminine enough looking portrait for Nephilim, and you're so inclined).
  9. Quote: Originally Written by Thralni, chicken god prophet: i tried shifting them a few times, but it didn't help. i look at the graphics themselves, then. By positioning, I wasn't referring to the offsets, I meant the actual placement in the *.bmp or *.pict file itself. Quote: Originally Written by Thralni, chicken god prophet: The exact error message is: ERROR when opening graphic so-and-so: the editor (Why the editor? its the game I'm bussy with!) Can't find graphic so-and-so. Memory might be to low, but you probably didn;t place the graphic in the right place (or something lik that). The only suggestion I can make is: double check your numbers. It's something that I missed often enough, and I check my code every time a make a change. While it is probably intentional, I notice that fl_ed_which_icon = number; has 44, 45 and 46, whilst fl_which_icon = number; has 2, 3 and 5. Should it have been 4? I'm sorry I can't be more helpful, but without actually seeing the layout of the graphics, I can't help you to any large degree.
  10. Quote: Originally written by Tyranicus: I know that, but I don't want to have to do it every time I play Nethergate. I like the taskbar there when I'm not playing a fullscreen game. There is a way to do it too. I mean, the Avernum games take up the whole screen just fine. It is irritating, I know, but I have some other friendly suggestions: You could try the "Auto-Hide the taskbar" option. Use the windows key to bring up the taskbar quickly. Run Nethergate at 1074x768 with the 'put game area in center' option turned off. You'll then have more than enough room to fit the map. Run Nethergate at 1074x768 - you can just fit the map to the left hand side whilst still leaving the HP and spell energy numbers visible. Break into Jeff's house, and perform Chinese water torture and/or hold him at gunpoint until he agrees to code Nethergate's automap to your tastes. Personally, I'd prefer the latter option. But Jeff has me peeved as of late. Forking over wads of cash on the proviso he update Nethergate might work too. I would love to see a Nethergate 2. Hopefully Jeff will note that a few people hold the opinion that Nethergate was some of his best work.
  11. Does BoA hate me, or something? I've tried: make_town_hostile(); set_crime_tolerance(1); THEN Committing murder. set_crime_tolerance(1); THEN Committing theft. set_crime_tolerance(1); change_crime_level(2); set_town_status(current_town(),2); In every case, town_status(current_town()); has only returned a zero. sigh. This one is just ****ting me.
  12. Quote: Originally written by IT 000: ...but "peace button" returnes them to normal... IIRC, your creations can only go rouge temporarily. Quote: Originally written by IT 000: ...could you get a scrreen shot? Rogue creatures look exactly the same before they went rogue, as they do after. What use would a screenshot serve? I remember about three creatures going rogue during my playing through the GF series, all of them were low level, had low intelligence and were near death. It rarely happened, and once they had higher intelligence they tended to flee if down to less than 5 to 10% HP.
  13. Quote: Originally written by Tyranicus: ...but with XP, the taskbar is still visible at the bottom... Right click on the task bar. Click on properties. Uncheck the box that says "Keep the taskbar on top of other windows". It may also be a good idea to go into the Control Panel, and change the theme to 'Windows Classic'. I find that apart from saving on system resources, Nethergate looks better without the rounded corners that the 'Windows XP' theme bestows upon Nethergate's pop-ups.
  14. (1)In the Nepharim fortress, where you get one of the three pieces of Demonslayer. (2)Walner - the sage at Fort Duvno teaches you the recipe for Energy Potions. (3)There should be some Blessed Plate Mail around somewhere. After you kill Grah-Hoth, you'll get some polished plate mail, which is the best armour in Avernum, IIRC.
  15. Since Synergy got in first, what he said. Also: Someone else might remember another quest or courier job involving an iron bar, or if you're impatient you could always grab a walkthrough and do a search for iron bars.
  16. It almost certainly has to do with the positioning of the graphics. About 80% to 95% of problems of this nature have been due to positioning. Ensure that the graphics start at the upper left hand corner. It could be the graphics themselves though. Remember, the icons for terrain and floors are 46x55 pixels. (48x57 pixels with the 1 pixel border around them.)
  17. Occam's Razor, people. Jeff was lazy, and imported this item direct from Geneforge 3. It's not exactly like there isn't a precedent for this sort of behaviour. Jeff didn't rebalance a lot of items for BoA. Some of them are exact copies of their Avernum 3 versions.
  18. Download and install a new copy of Geneforge 2. eMail Spiderweb Software with the details you purchased the game under, and ask for a new registration code. It should take about 1 day, 3 days at most, to get a new code.
  19. Meh. You can always mangle a game with multiple endings if you so desire. As long as you make it plausible.
  20. Quote: Originally written by Tyranicus: There really isn't a way to make a Nethergate 2. I mean, the story was pretty much final. Nothing is final. Take this possible starting point for a 'Nethergate 2': Vibius got killed by the four Celts. The four Celts got pulled down by the remaining Roman soldiers. Sylak got carved into itty bitty pieces by the four Romans. The hundreds of sidhe coming to use the gate are enraged and kill the Roman soldiers. The Celts plus their sidhe friends end up preparing to take the fight to the Romans. Assuming that Rome ever learns of what happened: Rome and its legions are many miles away - it would take time for them to show up and wipe the sidhe out. This would explain why the sidhe could mount a guerilla warfare campaign. . Assuming that Rome never learns of what happened: The sidhe would be understandably ticked off, and out for the Roman's blood. Again, guerilla warfare.
  21. That would be because I forgot to delete the following: Code: // [[[ BEGIN Internal use onlybegindefinefloor 254; import = 1; // Cave Floor, splotchy green.begindefinefloor 1; fl_ed_which_sheet = 510; fl_ed_which_icon = 16;begindefinefloor 254; import = 3; // Cave Floor, similar to floor #0begindefinefloor 3; fl_ed_which_sheet = 510; fl_ed_which_icon = 17;begindefinefloor 254; import = 7; // Rough Cave Floor, similar to floor #4begindefinefloor 7; fl_ed_which_sheet = 510; fl_ed_which_icon = 19;// Internal use only END ]]] ...before I released it. Maybe I should change "Internal use only" to "For in-house development only". In Avernum 2, it was really hard to see some floors properly, particularly when they were covered with terrain features. So I edited A2's graphics - I painted a one pixel border around floors #1, #3 and #7. Then 'made' editor graphics for BoA doing the same thing. It was mainly to help with construction.
  22. Jeffy, Jeffy, Jeffy... I am ever so disappointed with you. I'll be showing my contempt for this ...garbage... with my wallet. Rentar... again? Monster plagues... again? I don't care how good the engine is, if this lackluster tripe you call a plot is what you are using to entice us, then you've got a screw loose. To paraphrase Maddox: "I'd rather gargle a bucket full of diarrhea than play Avernum 4".
  23. He was in A1, no question of it. There was a quest from him - retrieve his jeweled ring. I'm fairly certain that he is absent in A2. I could always go and double check... A2 -> Castle -> fetch every crate and barrel -> isolate individual areas... you can see where I am going with this. I searched every square inch of that place when I rebuilt it for the Template. I ran into every other character about 40 times, but never saw Chevyn.
  24. @Sir Nick: It does more than help, mate. Apart from satisfying my curiousity, it allows me to improve the A2 Template. On A Related Note: In A2 there is a sign specifically referring to Lithgow, but the priest is named 'Julz'. I couldn't find Prince Chevyn in A2, although Fred makes an appearance. Dagger has no dialogue whatsoever in A2. And the Stipend dude is named Lithgow in A2. I get the very strong impression that certain areas in A2 were remade by entirely different people. One of them didn't have the meticulous attitude of the other. In A2, there are two floors that are only marginally different from each other. The sections and towns that don't use the second floor are almost always a sloppy recreation at best.
  25. shrugs shoulders... Diplomacy with the Dead, Dealing with the Dead, what's the difference? Close enough. @Niemand: Thanks for the confirmation on the nodes/states thing. I thought the doc's were right for once.
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