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The Almighty Doer of Stuff

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Everything posted by The Almighty Doer of Stuff

  1. No Servant Minds, Serviles, Turrets, Mines, Spawners, Golems, Batons, Living Tools, or door operators? BOOOOO!
  2. Actually, BoE only takes BMP on Windows, and if you use JPG you risk filling the image with compression artifacts, resulting in whitish patches where there should be transparent space in the game. As for the EXS files, they are completely cross-platform.
  3. No. Right-click on BLADEXIL.EXE (should be in C:\Program Files\BLADEXIL\ unless you put the program somewhere else), then click Properties, then click the Compatibility tab, and check "Run this program in compatibility mode for" and select Windows 95 from the dropdown menu. Hope that helps.
  4. Quote: Originally written by Nikki.: And, with all respect, when you "write a little story" based off "some knockoff programming language", you can criticise. Are you sure Diprosopus hasn't already done so, perhaps many times?
  5. Quote: Originally written by olop4444: It's caps lock f. I found that out when trying to go into combat mode with caps lock unknowingly on. I just tried it in the demo, and it did nothing.
  6. Quote: Originally written by The Almighty Do-er of Stuff: Should I upload it somewhere (it's a 2.67MB ZIP), or are there licensing issues due to this version being released under the Common Public License rather than GNU GPL v2? QFE
  7. The Xian Tome is indeed in the Tower of Magi. The Xian Chainmail changes a few dialogue responses if you're wearing it, most notably from Solberg, who tells the party about a dungeon you won't otherwise find...
  8. Finally got around to this. I added a message to the lock rectangle node, another to the transform rectangle node that changes the terrain to conveyor belts, and another to the transform rectangle node that changes the terrain back, and tested it. I found that they were changed and changed back in the same round, which is odd since I put in the General Timer telling it to go off one round after it was called. I set it to 2 instead of 1, and now it works. Thanks to everyone who helped.
  9. I just found an older version of Ormus's BoE (sans editors) on my flash drive that worked better with regard to custom scenarios being recognized. I don't know what the functional differences between that version and the newer one are, aside from custom scenarios working in this one. I'll look through the thread about his port and post here again. EDIT: Okay, it seems the only real difference between this older version and the current one is that Ormus rearranged the file structure. This was done to make development easier, if I understood correctly, but it also broke custom scenarios. I just have the program, and not the source, unfortunately. At any rate, it should run well enough on XP and Vista. I don't know what to do with it though, now that I have it. Should I upload it somewhere (it's a 2.67MB ZIP), or are there licensing issues due to this version being released under the Common Public License rather than GNU GPL v2?
  10. Alec's been posting recently, actually. I selected "I don't know" for every question, because it's been ages since I played it and I don't remember what I did.
  11. Quote: Originally written by Celtic Minstrel: Quote: Originally written by The Almighty Do-er of Stuff: Top, left, bottom, right. As in, the Y coordinate of the top left space, followed by the X coordinate of the top left space, followed by the Y coordinate of the bottom right space, followed by the X coordinate of the bottom left space? (It's a little confusing because a rectangle would normally be in the order left, top, right, bottom, but in Exile it isn't.) Yes, that's what I meant. I'll try your suggestion, Thuryl.
  12. No, the transformations don't work, and I have the right coordinates. Top, left, bottom, right. This is the starting town, if that's relevant. EDIT: Also, I transferred it to a town timer to see if that would fix it, and it didn't.
  13. I'm trying to do something with nodes and terrain in my scenario, but it's not working and I don't know why. I asked TM, but he couldn't figure it out either. Here's the conversation: Quote: (7:43:49 PM) Zeeqon5: Hello. (7:43:52 PM) terrorsmartyr: Yo. (7:44:16 PM) Zeeqon5: I'm having with a node sequence in BoE that won't work the way I expect it to. (7:44:20 PM) Zeeqon5: Or at all, for that matter. (7:44:31 PM) Zeeqon5: Could you help? (7:44:40 PM) terrorsmartyr: You're still working on BoE? Well, I should remember enough to be able to. (7:44:51 PM) Zeeqon5: Okay, thanks. (7:45:30 PM) Zeeqon5: There's three different terrain tiles in a row. (7:45:55 PM) Zeeqon5: They each have the ability to lock into different terrains, or transform into different terrains. (7:46:18 PM) Zeeqon5: There is an item sitting on the northernmost one. (7:46:29 PM) terrorsmartyr: Okay. (7:47:33 PM) Zeeqon5: The one on the north end transforms into the same terrain it locks into. The same goes for the southernmost terrain, except it changes into a different one. (7:48:05 PM) Zeeqon5: The northernmost one changes into a south-moving conveyor belt, and the southern one changes into a north-moving conveyor belt. (7:48:33 PM) terrorsmartyr: So you want the party to lock/transform the northern one without locking/transforming the southern one, I take it? (7:49:06 PM) Zeeqon5: No. (7:49:32 PM) Zeeqon5: The middle one transforms into a north-moving conveyor belt and locks into a south-moving conveyor belt. (7:50:08 PM) Zeeqon5: I've set up a Scenario Timer to go off every 10 moves. (7:50:22 PM) terrorsmartyr: (Why not a Town Timer?) (7:50:35 PM) Zeeqon5: It could be. (7:50:40 PM) Zeeqon5: Would that make a difference? (7:50:48 PM) Zeeqon5: I'm trying to pack a lot into this one town, you see. (7:51:11 PM) Zeeqon5: It's a very short scenario. Two, three towns tops. (7:51:14 PM) terrorsmartyr: Well, town timers can be set to be fired on any number of turns, not just multiples of 10. (7:51:29 PM) Zeeqon5: It doesn't matter anyway. I don't want it to happen too often. (7:51:35 PM) terrorsmartyr: Okay. (7:51:45 PM) Zeeqon5: I had a setup that worked earlier, but it happened too fast and looked stupid. (7:52:33 PM) Zeeqon5: Anyway, the timer starts with an SDF check. It checks to see if (0,1) is set to at least 1 or less than 1. (7:52:48 PM) Zeeqon5: Nothing has touched it yet, so it should be at 0. (7:52:58 PM) Zeeqon5: If it's at least 1, the chain ends. (7:53:27 PM) Zeeqon5: If it's less than 1, a Random Number node comes next. (7:54:01 PM) Zeeqon5: If it's less than 21, it jumps to another Random Number node. If greater, chain ends. (7:54:18 PM) terrorsmartyr: Okay, so every 10 turns, there's a 1/5 chance of something happening. (7:54:24 PM) Zeeqon5: Right. (7:55:02 PM) Zeeqon5: The second random number node: If less than 51, it locks the strip of terrain with a Lock Rectangle node. (7:55:54 PM) Zeeqon5: After it locks the terrain, it calls a General Timer, which goes off after 1 turn. (7:56:56 PM) Zeeqon5: After the timer ends, it transforms the strip, which changes it back from the conveyor belts to the default lockable terrains. Then the chain ends. (7:57:37 PM) Zeeqon5: If the second Random Number node comes up at least 51, it transforms the strip, then jumps to the same 1-move timer. (7:57:59 PM) terrorsmartyr: So let me get this straight: (7:58:46 PM) terrorsmartyr: When the terrains are locked, they look like this: S - N (7:58:57 PM) Zeeqon5: No. (7:59:24 PM) Zeeqon5: When they're locked, they look like this: S S N (7:59:34 PM) Zeeqon5: And when they're transformed, they look like this: (7:59:40 PM) Zeeqon5: S N N (7:59:49 PM) Zeeqon5: Only lined up. (8:00:00 PM) terrorsmartyr: Right, right. (8:00:14 PM) Zeeqon5: By default, they're motionless, Clear terrain that are lockable and transformable. (8:00:16 PM) terrorsmartyr: Okay, so this item randomly gets shuffled from top to bottom. (8:00:20 PM) Zeeqon5: Right. (8:00:25 PM) Zeeqon5: Only it doesn't. (8:00:29 PM) Zeeqon5: It doesn't move at all. (8:00:48 PM) terrorsmartyr: Ahahahaha. (8:00:53 PM) terrorsmartyr: We could've saved so much time! (8:00:55 PM) Zeeqon5: It could be a quirk of the Random Number nodes, but I sat there holding 5 for a while. (8:00:59 PM) terrorsmartyr: No, no, no. (8:01:20 PM) terrorsmartyr: You need to have the conveyor terrains already placed in the town when the party enters it for any conveyor terrains you make in that town to work. (8:01:32 PM) terrorsmartyr: Just stick the four conveyor belt types in a corner of town the party will never see. (8:01:39 PM) Zeeqon5: I did that. (8:01:45 PM) Zeeqon5: And it still won't move. (8:01:56 PM) terrorsmartyr: Did you stick all of the conveyor types in? (8:02:01 PM) Zeeqon5: Yes. (8:02:06 PM) terrorsmartyr: That's odd. (8:02:36 PM) Zeeqon5: Hmm... (8:03:32 PM) terrorsmartyr: Do the conveyor belts not switch types, or do they not move things on them? (8:03:58 PM) Zeeqon5: I don't know. They're inaccessible. I'll try making a path to them and see. Hold on. (8:04:41 PM) terrorsmartyr: Okay. (8:05:09 PM) Zeeqon5: *pounds head on desk* (8:05:35 PM) Zeeqon5: I'm thinking the fact that the conveyor belts are Clear, Blocked and not Clear like I thought could have something to do with it. (8:06:04 PM) terrorsmartyr: It might. Fix it and see. (8:09:00 PM) Zeeqon5: Nope, still won't move. (8:09:01 PM) Zeeqon5: brb (8:09:06 PM) terrorsmartyr: k (8:11:29 PM) Zeeqon5: back (8:12:31 PM) Zeeqon5: I'll try setting the first Random Number node to a high number and giving the conveyor terrains different graphics so I can see if they're changing. (8:13:09 PM) terrorsmartyr: Okay. (8:14:40 PM) Zeeqon5: Not changing at all. (8:15:39 PM) terrorsmartyr: (8:16:35 PM) Zeeqon5: I'm using the original, unmodified Windows BoE, by the way. (8:17:59 PM) terrorsmartyr: I don't think there are other versions. (8:18:31 PM) Zeeqon5: Ormus ported it to XP. (8:19:14 PM) terrorsmartyr: I see. (8:19:22 PM) Zeeqon5: I used to use that because it didn't bluescreen my computer so much, but I (curse)ed it up trying to put the (original) editor in it. He ported the editor too, but I didn't want to risk making a scenario that didn't work. (8:19:45 PM) terrorsmartyr: Whatever works. (8:20:06 PM) Zeeqon5: Unfortunately, my conveyor belts don't work. (8:20:27 PM) terrorsmartyr: Why do you need the conveyor belts so badly, anyway? Is it imperative to your scenario? (8:20:56 PM) Zeeqon5: Strictly speaking, no, but I'm trying to make it look nice. (8:21:07 PM) Zeeqon5: (spoiler removed) (8:21:15 PM) Zeeqon5: (spoiler removed) (8:21:48 PM) terrorsmartyr: . . . (8:22:06 PM) terrorsmartyr: Frilly aesthetic (curse) should not be snagging you up so badly. Scrap it and come back to it later. (8:22:11 PM) Zeeqon5: (spoiler removed) (8:22:28 PM) Zeeqon5: I know, but I'm stubborn. (8:22:45 PM) terrorsmartyr: This is stupidly stubborn. Stop. (8:23:35 PM) Zeeqon5: I'll ask on Spidweb and move on for now. (8:23:57 PM) Zeeqon5: Mind if I post this conversation so I don't have to type the whole problem up again? (8:24:22 PM) terrorsmartyr: Yeah, sure. (8:24:25 PM) Zeeqon5: Thanks. (8:24:29 PM) Zeeqon5: Thanks for the help. (8:24:44 PM) terrorsmartyr: No problem. But do focus on the rest of the scenario. (8:24:50 PM) Zeeqon5: I will. Also worth noting is that I triple-checked that the rectangle I'm locking/transforming is the right one. If anyone can figure out why this thing won't work and tell me, I'd be grateful.
  14. Perhaps all limits should be raised to the maximum allowed by the BoE program itself. Incidentally, I know the Bonus attribute for Items already goes up to 60 in the editor despite the item editing window saying that it goes up to 10. If you enter an out of range value it tells you in an error that it can go up to 60 though.
  15. The Xian skull is on a hill near Bolton in A3, I believe. It's being worshiped by some ogres.
  16. Hey, at least it was relevant. Cut him some slack.
  17. A scenario based on these forums, laden with cameos from members of the community. This is me in the scenario:
  18. Quote: Originally written by Ishad Nha: Has anyone seen Akhronath? The reason that the port is unofficial is that all my attempts to contact him have been in vain. If you have an IM client that's compatible with AIM (I use Pidgin, open-source and available at http://www.pidgin.im ), you can add "Akhronath" to your buddy list and hope you catch him. I saw him on my list recentlyish, so he is still around. Also, Pidgin has a feature called Buddy Pounce, which allows you to tell the program to do any of various things when a given buddy does any of various things (such as signing on). I'll set up a Buddy Pounce too so I can direct him to this thread if you don't. Other than that, I don't know how to contact him.
  19. Everything seems to be back except for the Community Corner, which has only one thread. Odd.
  20. Perhaps a search function where you can search for keywords in the Textual Review and sort results by any of the four ratings would help? For instance, you could search for scenarios with the word "puzzles" in the reviews and sort them by Gameplay. Or perhaps, in addition to the four ratings and textual review, there could be a Keywords field, where you could put, say "puzzles" or "atmosphere". It could also be encouraged to place a + sign before keywords that indicate good qualities and a - sign before keywords that indicate bad qualities. For instance, a scenario with good puzzles could have the keyword "+puzzles". Then, you could sort results by the number of "+puzzles" keywords the scenarios received. EDIT: I find combat and puzzles to sort of go together, though. Unless you're a septuagenarian eskimo, good combat will be a sort of puzzle in and of itself. Also, the number of scenarios with puzzles is too few relative to those without to warrant a separate category, in my opinion.
  21. Those binary/trinary descriptions would probably be better placed in the main scenario article, rather than the reviews. Also, I like "Aesthetics & Functionality" better than "the technical part". It's more aesthetic and functional.
  22. My suggestion: Three rating categories (0-10, with 0 being absolutely bereft of any sort of redeeming quality whatsoever and 10 being absolutely perfect, plus N/A), plus an Overall rating and a textual review field. The Overall Rating is independent, but has an optional "Calculate Average" button. It may be too complicated, but then I know you like a challenge, Aran. This button, when clicked, asks the player to relatively weight each rating category, and then uses those weights to calculate a weighted average to put in the Overall Rating. The categories would be weighted on a 1-5 + N/A importance scale, where N/A discounts the category from the average, and the three categories, including those rated N/A, would be weighted evenly by default. Each of the three specific categories would also have an explanation: 1. Writing This category encompasses storyline, plot, themes, dialogue, descriptions, cliché or lack thereof, etc. The literary aspects of the scenario. 2. Gameplay This category encompasses combat, puzzles, balance (how well the combat, treasure, EXP, etc. interact), engine modifications (such as the water system in "Destiny of the Spheres" or the rune system in "Nebulous Times Hence"), flow (or something, not sure what to call it. For instance, do you constantly have to blindly guess what you have to do or say to progress the scenario, or are the outdoors so unnecessarily large that it takes three weeks real time to get from one town to the next?), etc. What the player actually does while playing the scenario. 3. Aesthetics, Functionality, Etc. This category includes graphics, spelling and grammar, town design, cutscenes, technical noding/scripting, bugginess, whether the scenario contains far too much gratuitous foul language/lewdness/etc. (if that's important to the person rating the scenario), artistic merit, etc. The presentation of the scenario. Aside from the numerical rankings, the reviewer must have the opportunity, or even be encouraged, to give a Textual Review of the scenario, to explain in depth the strengths and weaknesses of the scenario. Does it sound like a good system to you guys? I know the designers would probably want a separate rating for technical innovation, but ultimately that won't matter at all to most players, and this can always be discussed in the textual review. EDIT: Alternately, perhaps the Blades Forge could include a feature called A Chronology of Technical Innovations or something like that, which chronicles the various innovations and which scenarios created them, and this could be referenced in a Technical Innovations section on each scenario page. The section could be hidden for scenarios without a notable innovation and only be visible if there's something referenced in it. EDIT 2: Fixed a mistake (typed "rated" where it should have said "weighted") and edited the third category slightly. EDIT 3: Also, perhaps a five-star (or some other symbol(s), a Blades of Exile/Avernum theme would be cool, but that's more an aesthetic thing than anything important) Review Usefulness rating system might be preferable to just thumbs up or thumbs down.
  23. I'm going to be this forum's moderator. It will be great! I'll be the bestest moderator these forums have ever seen! Whenever you're ready to make me a moderator, Jeff, I'm ready to assume my duties! BWAHAHAHAHAHAHAHAHACKHACKCOUGHCHOKEHACKWHEEZE
  24. Did you try uninstalling completely and reinstalling? If this is a demo version, download a fresh copy of the installer from main website and reinstall using the new one.
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