Hey, we have forums!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - False.Genesis

Pages: [1] 2 3 ... 31
1
2021 Update / Re: Clarification and notes about forum takeover
« on: December 05, 2023, 11:04:29 pm »
Update: I was an idiot and kept forgetting that the forum broke because it didn't survive a PHP upgrade. Fixed and back up. Sorry for the long downtime :<

2
2021 Update / Clarification and notes about forum takeover
« on: September 30, 2021, 03:17:52 am »
I'll try to keep it brief but I've figured I should say something about this.

The old forum was pretty dead. But it is a nice archive to have and seeing it down for good was not an option.

The original bit-blot.com forum finally went down sometime around June 2021 after ongoing issues since about 2 years prior. The old web host didn't send emails out, so people couldn't register new accounts and ended up asking for help in our IRC and Discord channels.
Reaching out to Derek didn't help.
In the meantime I've managed to obtain a complete forum database dump but kept mostly quiet about it. I had updated and converted the database to work with SMF 2.0 and had put up a working secret backup forum just in case.

Eventually the bit-blot.com web host must have pulled the plug on the old PHP version the forum was running on and everything stopped working. What you are now seeing is the backup, reactivated and made public.

What I have:
- All accounts made until the backup (Q3 2019).
- All posts (there were only a handful made after Alec's death, those were not in the backup but archive.org has them.)
- User/Post/... IDs are all the same. So your old bookmarks will work if you change the URL from bit-blot.com to aquaria.wzff.de.

What i don't have:
- Forum attachments. Those were lost in the move.
- The old forum theme, of which there is no update for SMF 2.x. If anyone has a suggestion for a better default theme, please tell.
- The old (and since long unused) blog, but again, archive.org has that, too.

To clarify:

We (I wasn't the only one) tried to reach out multiple times to Derek trying to get this sorted out and offered help to get the forum back up, but to no avail. Sometimes taking matters into your own hands is the only thing that gets the job done.
I'm not even sure this kind of forum takeover is legal or okay but I regret nothing. Yes, i have a bunch of user data and emails and stuff and this might be seen as a data breach but I don't care. No harm done. I hate spams as much as the next guy.
I've actually tightened security a little so that account emails don't leak out and are taken up by spams but i guess it's beyond too late for that anyways.
Oh and the forum has proper SSL encryption now. Yay.

I have no hopes of reviving this forum but anyone is welcome to use it.
It's 2021 and small forums are dying or gone. I remember the days around 2003-2010 where forums were BIG.
But then eventually centralization started to happen and everyone but a few holdouts moved to facebook and such.
(For extra context and a write-up, see here.)

That's it for now; if anyone has questions, ask. Or drop by [irc.esper.net, #bitblot] or Discord if you're into that -- they are both linked and messages will make it across.

TL;DR I'm sorry but you're welcome.

3
Oh! Yes sure. Sorry i didn't notice earlier, had something come up over the weekend. Sending PM...

4
Modding / Re: Something like a sequel mod
« on: February 27, 2019, 09:02:19 pm »
We're there and we're not dead! (And we're on IRC too, as usual)
Just busy with life, PhD,  those things. Send help.

EDIT: And if anyone feels like helping out re-building the modding wiki (the old one is defunct), feel free: https://github.com/AquariaOSE/Aquaria/wiki

5
Modding / Re: Something like a sequel mod
« on: June 10, 2018, 09:48:01 pm »
Quote
Aww. I was gonna try hook it up to the native mod to have the whole map with Sequel Mod areas. But I respect your decision.

You can do that, or whatever else works for you. There's a flag in the mod's XML file that prevents opening the editor, and in case someone gets past there scripts will do their best to prevent further editor use. One of the reasons why i put this is in is to prevent cheating.
(i know myself, if i've been through a map 5 times and there's any way of taking a shortcut, i'll take it. i feel like i've kinda ruined sacrifice mod for myself this way back then. So that measure forces me to go through a map as intended, and when i don't get bored when playtesting then it's good enough.)
There are more reasons but i will not tell you those.

Anyway, so you can move the maps somewhere you have access (any mod skeleton will do), but entities will be blank, nodes will have no function, and none of the map/mod special things will work. But just for looking at how it's made, why not.

About your map suggestion:

I didn't intend to keep most of the original maps. Some are there because they have to (home area, open waters, krotite temple), but some are either too long, bland, or too repetitive so it's imo better to replace them with something new. Right now 23 map XML files are original (more or less modified), and it's likely it'll stay that way. (quick rundown: the 6 energy temple maps, 3 veil maps, mithalas + cathedral, top 2 open waters maps, the starting area things, Li's cave, one forest map.)

What do you think? The forest maps are the least varied ones, so i'd like to redo them or get rid of them. I've made another couple of 2 different forest-style maps ages ago, but not quite sure yet where i'll put those or how much expansion they need.

EDIT: But i will think about your idea. "Cold waters" sounds indeed interesting.


One last thing, because i like to be open about things i do:

I've been way more busy with life (and most importantly, PhD work) than i had imagined, so projects left and right went on hiatus (there wasn't really anything else i could do), including this. I do read the forum's RSS feed and saw every new post, but had my mind elsewhere and forgot to reply.
I'm trying to get a somewhat stable schedule established (at least XX hours work on the mod per week), wish me luck. It's good to work on something creative once in a while, hard scientific coding gets very dull after a while.

Right now i'm poking at some graphics files (attempting to finish some leftovers from a long time ago) but i'm kinda lost how to do this :P

In any case, and that applies to everyone reading this, if you have an idea for an suitable (under-) water creature (enemy, neutral, scenery, background, whatever) and you feel confident with gfx, feel free to send a draft or even usable tiles. If i have body part tiles i can animate & script the thing and incorporate it. Or try to animate it yourself for some fun :D

6
Modding / Re: Alec stopped hosting mods (Please help)
« on: June 04, 2018, 02:58:17 am »
Done, thanks a lot for sharing!

Zip contents accessible here: http://fg.wzff.de/pub/aquaria/oldstuff/mods_by_user452/

7
Modding / Re: Something like a sequel mod
« on: June 04, 2018, 02:54:52 am »
Quote
How do you access this mod in the editor?

It's blocked. There are even safeguards in there that you can't just open the editor even if you manage to enable it somehow.
Sorry, but some things shall be kept secret for now 8)

8
Off-Topic / Re: Hello there!
« on: June 04, 2018, 02:51:12 am »
Yeah we're alive, just busyyy aaaaaaaaaaaa

9
General / Re: Aquaria on...
« on: June 04, 2018, 02:45:45 am »
Possible yes, official i can't possibly imagine.
But there's always homebrew... now that the switch is haxx0red ;)
(That means if someone is to port Aquaria to the switch, i'll gladly accept patches/pull-requests) ;D

10
I can help you out. Sorry but i've been sorta living under a rock the last couple of weeks and kept forgetting to reply. So in case you read this, drop me a PM to notify me you aren't dead, and we can work something out.

A first thing you can try is slap an update over your existing installation -- the update doesn't have a license check.

11
Support / Re: Unofficial update packs! [OSEv1.002][16th August 2015]
« on: June 04, 2018, 02:40:14 am »
Huh, the latest released OSX binary is a fat build that should have both 32 and 64 bits inside. I've been planning a new update for quite some time now but was super busy and drained so that didn't happen yet. It's also not quite finished since i kept poking at stuff and it kept falling  apart.
Next release should be x32, x64, and PPC compatible if i get everything right.

12
Support / Re: Unofficial update packs! [OSEv1.002][16th August 2015]
« on: April 17, 2018, 02:21:45 am »
They are just zip archives. Rename to .zip or right click -> open with... if you have something like 7zip/winrar installed.

13
Modding / Re: Something like a sequel mod
« on: April 15, 2018, 12:03:32 am »
Of all the pets to leave to care for Lucien, Li picked the one that could actually be useful right now!

That was actually intentional 8)

Cascade: You did close that discord at some point, didn't you? Just asking because i couldn't find it anymore sometime in january

14
Modding / Re: Alec stopped hosting mods (Please help)
« on: April 12, 2018, 02:31:34 pm »
Hmm.. since i'd helped out at some point to convert the old 1.1.1 scripts to the updated scripting interface... the mod wouldn't run properly, i think. Not everything was converted and some other things did maybe work but i was unsure.
I'll see to contact them and ask.

Also, i'd be glad if someone else also archived these things. Too much has already been lost since I was unable to grab everything. And i sure don't want to be the only person hosting & keeping backups...

15
Modding / Re: Native - mod
« on: March 28, 2018, 01:42:07 am »
Attempting to load certain areas crashes the game. The error message is "Flag 0 not allowed." I haven't tested every single area in the game, but I know it happens with Home Waters and Open Waters 1.

Right, the native mod isn't on the list of mods i fix for future upwards compatibility. Thanks for the reminder. Will have a look at this the next time i prepare an update (might take a while tho).

Btw, any clue why Naija's home is called Vedha Cave?

From what i remember Alec saying at some point... "Vedha" was the name of Naija's grandmother, which was removed at some point in an earlier prototype. (Back at this point the game was apparently more of an RPG with a populated world and people to talk to, iirc. Interesting how it changed.)

Pages: [1] 2 3 ... 31