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Messages - peewee_RotA

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1
General Discussion / A&A Discord Link
« on: February 17, 2020, 06:24:02 PM »
Link for the discord channel: https://discord.gg/4vXVzJp

Please join in, we are talking about starting multiplayer up again!

2
General Discussion / Re: Introductions and a Question
« on: February 10, 2020, 01:09:51 PM »
I try to check in regularly. I've not done any community content in a while, but was really thinking of doing some after finishing a project I'm working on.

There is also a discord group. PM me if anyone wants a link.

EDIT!!!
NVM, I figured out the perma-link: https://discord.gg/4vXVzJp

3
General Discussion / Elmore
« on: July 04, 2019, 10:26:59 AM »
In the Amazing World of Gumball the town is called Elmore. They seem to pronounce "El-moor". I didn't expect to learn the pronunciation on this show.

4
General Discussion / Re: First time playing A&A
« on: June 16, 2019, 10:38:57 AM »
I got a hold of the A&A demo right around 98 or 99. I was obsessed with doom and the quakes. I loved fantasy themes and D&D but could never get into things like Ultima Underworld. A&A was that exact middle ground. The fact that the majority of the game is not necessary and just there for your own imagination is what drew me to it. I was playing stuff like U7 and U8, so the freedom to do weird things was foremost in my mind for fantasy games.

I think my most memorable moment from the time is putting a bunch of junk on the streams and watching them flow. Just the fact that some things floated and some things did not was such a cool level of detail. Exploration doesn't have to be about reaching the end. It can be about discovering all the little things.

5
Bug Reports / Temple Of Astarte Map 3 - Random Crash
« on: September 02, 2018, 06:02:16 AM »
There is a random crash near the end of the level. It's the room where you get dispell magic scrolls. One of the trap spell's projectiles can cause a game crash. The projectile is a dispell magic projectile. The cause of the problem is that somehow an effect already on the player is way too high.

The crash happens here:
https://github.com/cabbruzzese/AmuletsArmor/blob/master/Source/EFFECT.C#L1146

It appears the power of the effect when it was first applied was set to a garbage value.

What ultimately crashes is this debug line:
https://github.com/cabbruzzese/AmuletsArmor/blob/master/Source/EFFECT.C#L1749


After doing some digging, it looks like there was a line to protect from this by clamping the value to the max power.
https://github.com/cabbruzzese/AmuletsArmor/blame/master/Source/EFFECT.C#L1014

Unfortunately that was commented out a long time ago. I'm just wondering if there was a known reason for removing this line. I'm going to re-enable it and test for a bit to see if it has any unwanted side effects. I know that the magic map has some quirks when it comes to power levels, but it should never go above 4.

The only other thing I can think of is the wrap around powerlevel issue. This is why the one priest spell made player's vision dark because it had such a high power it wrapped around to a lower value when converted. I wonder if this was removed to make sure that a wrap around powerlevel effect would have the same value as the source when the remove effect code runs (because it compares type and power level to find the correct effect to account for stacking effects). Anyway, I'm going to just test it a bit and hopefully find any possible side effects.

6
Editing A&A / Sketches for custom map pack 2
« on: June 09, 2018, 01:06:41 PM »
Ran into some old sketches of the Isle of Thanatos levels. The second one was supposed to be entirely maritime combat, but I didn't have a good solution for falling off the boat. And invisible walls seemed cheesey.

https://drive.google.com/file/d/118N54BS-kwnMcptn7UNnPRiFnZk2noZH/view?usp=drivesdk

https://drive.google.com/file/d/1EfJibHIFReT-WWKRM5EOJ0Gocp05Lewi/view?usp=drivesdk

7
Bug Reports / Re: [BUG] Control problems (mouse)
« on: June 06, 2018, 10:25:29 AM »
I didn't notice this before. Are you playing the classic DOS version of AA through DOS Box?

You might get better results with the windows build: http://www.amuletsandarmor.com/download/AAClassicV1.04_Windows.zip

8
Bug Reports / Re: [BUG] Control problems (mouse)
« on: March 30, 2018, 09:37:07 PM »
What kind of mouse?

I've had a lot of weird issues with bluetooth mouses on windows 10 very similar to what you describe.

9
Off Topic / General / Re: Happy Holidays !!!
« on: December 25, 2017, 10:50:00 AM »
Happy holidays  :)

10
General Discussion / Magical Staff, now on Sale!
« on: December 18, 2017, 08:14:56 AM »
Got a giggle out of this.

https://drive.google.com/file/d/12KNiFWNzh_4M91mIepTmkne1_E9RFQ3k/view?usp=sharing

And for only 3 gold and 89 copper. What a steal!

11
General Discussion / Re: So what is the solution to acid
« on: December 02, 2017, 10:52:42 AM »
Quick update. I've only had a few minutes to start looking into this so far, but it's promising. The way the game stores resources is actually pretty clever and should be easy to inject a secondary source.

12
General Discussion / Re: So what is the solution to acid
« on: November 24, 2017, 12:17:23 PM »
In the next couple weeks I'm going to start experimenting with adding in new items. I'll start with the "calcium potion"

I really want to continue some quests that follow the sorcerer's keep, I just need new items to give players new content.

13
General Discussion / Re: So what is the solution to acid
« on: October 20, 2017, 10:50:15 AM »
It would be hilarious if there were some kind of antacid food item. Like milk. The description would be vague and the effect probably wouldn't last that long.

14
Editing A&A / Re: Peewee Mod Fork 1.3.2
« on: October 09, 2017, 12:12:14 PM »
I'm glad you enjoyed it.

The majority of adding a new class comes from adding a new numbered .dat file and .bmp portrait in that classes folder, but there should still be some hooks in game that identify total number of classes and try to check which classname it is. I didn't intend to make adding them easily a feature. It was more about moving away from an array of classes that was hardcoded all over the source. Especially for features like picking locks.

The biggest challenge is really the custom skills. They have to be changed in code and there's lots of work in the source files for magic and rune placement. If this were to be a feature, there should definitely be some scripting to help out.

Putting in LUA hooks wouldn't be that hard, especially with the existing effort to port to LUA from a while ago.

Anyway, just spit balling.

15
General Discussion / Eschalon
« on: August 19, 2017, 11:59:37 AM »
Been playing this series lately. The first one is absolutely amazing. 2nd, not so much. Haven't tried the 3rd one yet. Overall it's a great game for people who like AA

http://basiliskgames.com/eschalon-book-i/

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