Well-Actually War Trall Spidweb Posted May 28, 2004 Share Posted May 28, 2004 Lots of big news for scenario making people. i. The Windows version should be out next week. ii. Macintosh Editor v1.1 is out, as is the beta patch for the application to v1.1. IMPORTANT - Scenarios made with the v1.1 editor will not be usable with older versions of Blades of Avernum. It's up to a new scenario version, because of all the changes. A pile of new calls are in the new version. Better string manipulation. get_energy. And all the calls that didn't work at all should work now. I also tried to tweak a lot of things that weren't working that I thought should. When you use a custom ability which takes all your action points, your turn should end. When you talk to someone and just go into shop mode, you should exit talk mode correctly. If you get the new editor and v1.1 patch and try the new calls out, please drop me a note at spidweb@spiderwebsoftware.com letting me know how it goes (work or not). If there are problems, it is much better to nail them quickly, since they'll be in the Windows version too. - Jeff Vogel Spiderweb Software http://www.spiderwebsoftware.com Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 28, 2004 Share Posted May 28, 2004 This is really cool! It's good to see that you added some of the calls that we wanted, like get_energy and char_has_item_of_class_equip. I can't wait to start messing around with string manipulation! Windows users need wait only a tiny bit longer... EDIT: Um, btw, where is that patch for the app? I just downloaded a full new version of the editor, but there is the slight problem that a new copy of the app would be unregistered. Link to comment Share on other sites More sharing options...
Well-Actually War Trall demonslay3r Posted May 28, 2004 Share Posted May 28, 2004 Next week, aye? Sounds good. Perhaps I will be able to get into it! Link to comment Share on other sites More sharing options...
Well-Actually War Trall Spidweb Posted May 28, 2004 Author Share Posted May 28, 2004 The link to the patched app will be up soon. It'll be at http://www.spiderwebsoftware.com/newstuff.shtml - Jeff Vogel Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted May 28, 2004 Share Posted May 28, 2004 Nifty neato! Did I just not see the list of additions/changes, or are we supposed to figure that out on our own? Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 28, 2004 Share Posted May 28, 2004 I was wondering the same thing, but then I noticed that certain calls had this disclaimer following them: This call was added for Scenario Format Version 2, only use it with Mac version 1.1 or later or Windows version 1.0 or later. I did a search on this in Word, and I think I saw all of the new calls. Other than the string manipulation calls, it looks like there's only get energy char_give_item move_to_loc_x_y char_has_item_of_class_equip I haven't found any other changes yet. Link to comment Share on other sites More sharing options...
Well-Actually War Trall The Creator Posted May 28, 2004 Share Posted May 28, 2004 Only use it with Windows version 1.0 or later? Can do... Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 29, 2004 Share Posted May 29, 2004 Some changes that I've found: I think species_in_party works differently now than it did in v1.0.1. I had some code that worked fine before, but it gave me trouble for a little bit before I figured out what was going on. Now species_in_party(1) doesn't check for humans. I don't know what it checks for, but we have to do species_in_party(0) to check for humans. I don't know if this affects Khoth's scenario, which is the only one that I know of that uses this call so far, but it was the first thing that came to mind. Also, the call print_num prints in red, "Debug Value:" before the number. I guess it does that because it is under "Debugging Procedures," but it didn't used to. To print a number by itself now, we have to append it to the string buffer, put the string buffer into a string variable, and then print that string variable. Anyone else notice other differences? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Crunchy Frog Posted May 30, 2004 Share Posted May 30, 2004 Hooray! The wait is nearly over! You know, it'd be neat if you could preorder Spiderweb games before they came out... just an idea. Unless you can already, and I'm just missing things. Link to comment Share on other sites More sharing options...
Seasoned Roamer Taffer Posted May 30, 2004 Share Posted May 30, 2004 Excellent news to hear Jeff Link to comment Share on other sites More sharing options...
Well-Actually War Trall Khoth Posted May 30, 2004 Share Posted May 30, 2004 Species 1 has never been humans, according to the docs. 0 is human, 1 is humanoid. Anyway, I don't use species_in_party. Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 30, 2004 Share Posted May 30, 2004 God, that's mysterious. I had a piece of code that I could've sworn worked in v1.0.1 that stopped working as soon as I made the switch over to v.1.1, and it started working again as soon as I changed the species_in_party part of it. Now I can't replicate it working in the old version, though, so I must be wrong. *grumbles about the mysterious nature of BoA coding* Link to comment Share on other sites More sharing options...
Well-Actually War Trall spy-there Posted May 30, 2004 Share Posted May 30, 2004 Great, the return life spell works now, thank you Jeff. But I found another bug in DwtD, that was not there in v 1.0: I couldn't fulfill anymore Helm's task to find a secret entry to the castle. He does not react when I come back to tell him. Well, it's a side quest anyway. Link to comment Share on other sites More sharing options...
Well-Actually War Trall Spidweb Posted May 31, 2004 Author Share Posted May 31, 2004 "But I found another bug in DwtD, that was not there in v 1.0: I couldn't fulfill anymore Helm's task to find a secret entry to the castle. He does not react when I come back to tell him. Well, it's a side quest anyway." His prompt when the msision is done is mistakenly buried one or two questions down, but it's there. It'll be fixed in future versions. - Jeff Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 2, 2004 Share Posted June 2, 2004 I am heartened. As long as Jeff keeps speaking of "future versions," we have time to find bugs and report them with the reasonable hope of getting them fixed. While I appreciate the new string manipulation calls in particular, I am dismayed not to see two powerful but relatively simple calls that are still not there: missile animation and numeric input. Missile animation could work along the same lines as the zaps: void put_missile_animation(short source_x,short source_y,short dest_x,short dest_y,short which_missile_type) All it would do is run the animation associated with firing a missile of type which_missile_type. Numeric input would work along the lines of textual input: short get_numeric_response(string top_text) Thus the player could input a number and have it saved as a variable or put into an sdf or anything else one can do with a short. If you want to know how this could possibly be useful, look at my HLPM and how clunky the intro dialogs are. There are a few others that I wish could be in there, too, but these sound possible to implement, whereas I know I'm dreaming about some of the others. Oh, and also, now that I'm mentioning it: it seems like the textual input could work with the string manipulation calls now. So instead of: void get_text_response(char top_text) it could be string get_text_response(string top_text) so that we could save these strings and check on them later, and maybe even throw the party's own words back at them. *fingers crossed* Link to comment Share on other sites More sharing options...
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