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Posted: Tue Jan 25, 2011 12:54 am
by KSS
Hmmm, Python 3.1 works just fine (that's what I've been using ever since I started working on Druid's Challenge).

Posted: Wed Feb 09, 2011 6:20 am
by Archie Stanton
a simple question

in the BT mod - just creating my party concentrating on my DW crew atm

can you create items in the BT mod as you can in DW

or would that be going against the ethos, as you couldnt create anything in the original BT

quite liking my monk in the BT crew (esp as it is "me" in my WoW guild)

Posted: Wed Feb 09, 2011 6:26 am
by chaney
I don't know how you would be able to, since you can't get any of the ingredients needed to create items.

Posted: Wed Feb 09, 2011 7:24 am
by Archie Stanton
a simple question a simple answer

cheers

Posted: Thu Feb 10, 2011 3:22 pm
by Growler
Ingredients bee thee spice of crafty life. 8)

Archie, what do you dig about yer Monk?

Posted: Fri Feb 11, 2011 5:32 pm
by origen
That is correct, there is no crafting in the BT mod. The intention was for it to be added with the BT2 expansion, but of course the developers dissappeared and never fixed the tools we needed, so nothing ever got done.

I would still love to see the entire BT series reinvented with a modern platform, but that seems like it is not going to happen, at least by me. I tried creating it using Game Maker (which was used to make The Warrior's Tale), but never was able to get things working. Such is life, I guess.

Posted: Fri Feb 11, 2011 10:04 pm
by Growler
O, what was the issue with GameMaker?
Was it more a matter of design limitations, or bugs?

For what it's worth, I'm in the process of putting together my own retro-styled RPG (tho will have to farm out most of the programming) and will try to make it as open/mod-friendly as possible.

It will take some time, and come out in stages (will first have nobut char-creation, then basic combat, then add environs/dungeons, etc), but Gods willing--it will come to fruition!

So maybe it can provide a platform for BT redux.

Posted: Sat Feb 12, 2011 9:33 am
by origen
I don't think the problem was Game Maker, just my lack of understanding what the hell I was doing, and the lack of patience to keep it up. It really wasn't designed to make this type of game, but it is possible, just a bit over my head.

Posted: Thu Feb 17, 2011 5:00 am
by Archie Stanton
quickly rattled thru getting my party upto being ready for the cellar

but decided to wait

pretty sure i saw my original BT map book from way back when

in a box when moving not long ago

now that would be OLD SCHOOL

Posted: Thu Feb 17, 2011 5:02 am
by chaney
You can find the BT Maps, cluebooks, etc. easily online.

Posted: Thu Feb 17, 2011 5:36 am
by Archie Stanton
nod :D

ack its just crashed on me in cellar :x

Posted: Thu Feb 17, 2011 1:27 pm
by Growler
Ah.. 'Save' is me beast friend.

Archie, if you haven't already--try dif game/video settings.. windowed or full-screen, Direct X or nada.. maybe some combo will be more stable. Also, change the resolution. Dunno, but would guess that 1024x768 may be the most stable, and faster (since fewer pixels to map) if speed is an issue.

Anyone recall which old clue books had some way of masking hints?

There was one book where you'd use yer eraser? (or some method.. a special pen/marker? heat?) to reveal first a vague hint, then a more pointed clue, then the outright answer.. very cool.

Posted: Mon Apr 16, 2012 5:47 am
by boleje
Idk if anyone is still playing this mod or not, sorry to revive an old thread. I was curious if this was a bug or not. The Samurai statue that blocks the path to the inn where the cellars/sewers are, I can't seem to be able to fight it. I go to examine it and it flips me 180 degrees facing the other way as if I ran. Anyone know how to fight it of get past it?
Thanks

Posted: Wed Apr 25, 2012 5:19 pm
by origen
You are getting that because the system can't find the monster you are looking for.

The BT mod isn't compatible with the other mods, so if I remember correctly you would need a separate installation of DW to run. Of course, this was over 7 years ago, so I may be completely wrong.

Posted: Wed Apr 25, 2012 5:27 pm
by chaney
No, it is the only mod that has to be run separately, but that makes sense. It was well worth it too.
Good to see you are still alive Dan.