Easygoing Eyebeast *i Posted June 24, 2007 Posted June 24, 2007 I just created a Town Node to change the light level within a given town. The only function modified is specials.c. The arguments are as follows: ex1a: Light Level (0 - Fully Lit, 1 - Dark, 2 - Very Dark, 3 - Totally Dark) ex1b: Unused ex2a: Amount of Light to Change ex2b: 0 - Give, 1 - Take Away Note that setting ex1a to -1 has it do nothing and just serves to give the party (or take from) light. Comments? Quote
Magnificent Ornk Kelandon Posted June 25, 2007 Posted June 25, 2007 Neat! Now, if only we could do this in BoA.... Quote
Magnificent Ornk Aran Posted June 25, 2007 Posted June 25, 2007 *cough* Lazarus has done it, I think. Or was that Nem? Quote
Magnificent Ornk Kelandon Posted June 25, 2007 Posted June 25, 2007 I was under the impression that it was considered possible but not actually successfully achieved, at least not to the point where we had full control. Quote
Unflappable Drayk Lazarus. Posted June 25, 2007 Posted June 25, 2007 *cough* It works, and that's all I'll say about that. Quote
Magnificent Ornk Aran Posted June 25, 2007 Posted June 25, 2007 The bit about it being possible in theory but not actually feasible was the whole rest of the exploit. We experimented a bit and were able to accomplish a few cool things by accident, but I think we never managed to actually understand how it all worked together. 16th century alchemy, sorta. Also, Laz: Did Lighting work in Mac too? Otherwise, we have a nice balance - Mac players get to reset their automap, Windows players get lighting changes... Quote
Well-Actually War Trall Niemand Posted June 25, 2007 Posted June 25, 2007 Lighting changes work fine in the Mac version. So we get lighting and automap changes. Quote
Understated Ur-Drakon Nioca Posted June 25, 2007 Posted June 25, 2007 I guess we'll just have to wait until the source code for BoA comes out. Quote
Seasoned Roamer Crynsos Posted June 27, 2007 Posted June 27, 2007 If anyone didn't know before, changing lightning was used before BoE already, just rarely... remember Linda's Laboratory in E1... (was at least possible at Mac, no idea about Windows) Quote
Easygoing Eyebeast *i Posted June 28, 2007 Author Posted June 28, 2007 The Exile series used lighting changes, true, but these were hardcoded. Changing lighting was impossible in BoE as far as anyone knows. Quote
Chittering Clawbug Duskwolf Posted June 28, 2007 Posted June 28, 2007 In fact, all special encounters were hard-coded in the Exile games. Quote
Seasoned Roamer Crynsos Posted June 30, 2007 Posted June 30, 2007 Well, it's good to see that it's finally possible to change it... I'm currently working on a scenario with some nice extra features (I hope I get at least this one released) and without OBoE it wouldn't really work at all... By the way, where actually is the download mirror for the OBoE "Player" and Editor which you are working at, Stareye? (If there is one yet, I tried to find one but failed) Quote
Easygoing Eyebeast *i Posted June 30, 2007 Author Posted June 30, 2007 It's currently hosted at Desperance. Djur was kind enough to set up a darcs repository there for me to use. Right now the code is exclusively for OS-X, ultimately someone would need to port this for windows. Most of the changes I made are commented with the string "OBoE" nearby with a description. The resource files are another story, I'd need to put those up directly as darcs does not handle them properly. At this point, I would not recommend using OBoE for real design work. I'm planning on making changes which will temporarily break scenario compatability such that scenarios created with an intermediate version will not function. It will be possible to get a BoE scenario and convert to an OBoE one (which is tricky enough without rewriting the file I/O code completely), but I don't want to muck with intermediate version support. Quote
Seasoned Roamer Crynsos Posted June 30, 2007 Posted June 30, 2007 Well, if it's that complicated, scenarios can be of course released and updated later with OBoE features... Oh, and do you think OBoE (Scenarios) would work in < Mac OS 10 as well? I use Windows XP and Mac 9.1 still... Quote
Easygoing Eyebeast *i Posted June 30, 2007 Author Posted June 30, 2007 The issue is how file I/O is handled. Whenever I add anything that changes the structure of the files (say adding pointers for save files), the program cannot simply load in the changes normally, it will crash if care is not taken in the source code. For each version, special things must be added to the source code to handle backward compatability. A BoE file can be read into OBoE in its current form because I know something about the old save file and what the new format should look like. Things created in the intermediate phase are subject to have an "unknown" save file structure and as such will either be corrupted or (more likely) crash. In other words, anything created in an intermediate is subject not to work, period, in the released product. Since I won't know what phase of development your file was generated in, it will not be easy (i.e. very time consuming) to convert it over. Someone is, of course, free to port the OBoE changes over to 9.1 or before. I have no plans (or the ability at present) to do so. Quote
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