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	<channel>
		<title><![CDATA[BaW Forum - Modding]]></title>
		<link>http://bawsite.com/forum/</link>
		<description><![CDATA[BaW Forum - http://bawsite.com/forum]]></description>
		<pubDate>Fri, 17 Apr 2026 08:27:25 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Black & White: Ultimate (v1.30)]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=111</link>
			<pubDate>Mon, 05 Feb 2024 08:46:35 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=111</guid>
			<description><![CDATA[Hi all,<br />
<br />
Black &amp; White: Ultimate (v1.30) is available now!<br />
<br />
This update adds some highly requested features and QoL changes, such as:<ul class="mycode_list"><li>Tyke in Classic/Original story mode.<br />
</li>
<li>Infinite Draw Distance patch, that can be toggled on/off at any time in-game by pressing the + (on) or - (off) key. By default, the patch is off.<br />
</li>
<li>Hard Mode AI improvements, adjustments and bug fixes (notably, AI Gods now attack other Villages and are overall way more fair/balanced).<br />
</li>
<li>Villager pathing issues have been fully fixed and will no longer walk across water.<br />
</li>
<li>Reworked Nemesis curse on Land 5. It now periodically applies Creature debuffs for a duration rather than permanently shrinking/weakening him.<br />
</li>
<li>Various other improvements and bug fixes (see patch notes for full list of changes).<br />
</li>
</ul>
Video Preview (Download in Description): <a href="https://www.youtube.com/watch?v=qprWtqlk72M" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=qprWtqlk72M</a><br />
<br />
Any issues/suggestions/feedback, just let me know!]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
Black &amp; White: Ultimate (v1.30) is available now!<br />
<br />
This update adds some highly requested features and QoL changes, such as:<ul class="mycode_list"><li>Tyke in Classic/Original story mode.<br />
</li>
<li>Infinite Draw Distance patch, that can be toggled on/off at any time in-game by pressing the + (on) or - (off) key. By default, the patch is off.<br />
</li>
<li>Hard Mode AI improvements, adjustments and bug fixes (notably, AI Gods now attack other Villages and are overall way more fair/balanced).<br />
</li>
<li>Villager pathing issues have been fully fixed and will no longer walk across water.<br />
</li>
<li>Reworked Nemesis curse on Land 5. It now periodically applies Creature debuffs for a duration rather than permanently shrinking/weakening him.<br />
</li>
<li>Various other improvements and bug fixes (see patch notes for full list of changes).<br />
</li>
</ul>
Video Preview (Download in Description): <a href="https://www.youtube.com/watch?v=qprWtqlk72M" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=qprWtqlk72M</a><br />
<br />
Any issues/suggestions/feedback, just let me know!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help with the BWGraphicMod colour change function]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=92</link>
			<pubDate>Thu, 20 Jan 2022 15:25:01 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=92</guid>
			<description><![CDATA[Hi everyone<br />
<br />
For a long time ive been wanting to change the red colour on the temple influence. I know theres a colourswap mod and BW ultimate, but ive had issues getting them to work smoothly. I *almost* had it working with the BWGraphic Mod, by following the instructions it did change the player colour, temple beam and miracle rings to a custom hex colour but not the rest (shown in image links):<br />
<br />
<a href="https://ibb.co/D5NzPJg" target="_blank" rel="noopener" class="mycode_url">It worked! (almost)</a><br />
<a href="https://ibb.co/P6fj4kr" target="_blank" rel="noopener" class="mycode_url">Gestures almost working</a><br />
<a href="https://ibb.co/j379n9P" target="_blank" rel="noopener" class="mycode_url">Map Icons still Red</a><br />
<a href="https://ibb.co/2nnqXN6" target="_blank" rel="noopener" class="mycode_url">Worship site still red</a><br />
<br />
but I have 3 questions for the community:<br />
<br />
1) Main issue, how do i get it to fully override the red player colour? The effect only seems to work for the players influence, statistic bars, temple beam and micracle enhancement rings, but not for charging miracles at the worship site/prayer energy. The gestures half work, they leave the right colour-trail, but the sparkle activation graphic ontop of it remains red. Finally the icons in the temple are also red on the island map. What else do i need to add to the "main" script file to fully override the colour?<br />
<br />
2) Alt tabbing cancels the effect, which people have already commented on, from what ive seen the only solution is to play in windowed mode but was curious if theres any scripting that would make the effect persistent like in the BWultimate. Not much of an issue otherwise, pretty quick to just relaunch the game.<br />
<br />
<br />
3) Ive been using it alongside the fanpatch v1.42 with no conflicts or issues in order to have the resolution work properly, but everytime i boot the gameup theres a pop-up telling me to roll the patches back, can this be turned off/disabled? otherwise like above, its ignorable.<br />
<br />
Heres everything written in the "Main" Notepad file for the BWgraphicmod:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ScriptVersion = 50;<br />
</span><br />
<span style="font-weight: bold;" class="mycode_b">/*</span><br />
<span style="font-weight: bold;" class="mycode_b"> You are using BaW Graphics Mod Manager, created by the owners of <a href="http://bawsite.com/" target="_blank" rel="noopener" class="mycode_url">http://bawsite.com/</a> and made for the creation (with extended capabilities) and loading of different Mods. It also allows to change the colors of the players (this change can be made as part of a Mod).</span><br />
<span style="font-weight: bold;" class="mycode_b"> Do not publically redistribute the main files of the project without permission of any of the owners of <a href="http://bawsite.com/" target="_blank" rel="noopener" class="mycode_url">http://bawsite.com/</a>.</span><br />
<span style="font-weight: bold;" class="mycode_b"> It is forbidden to modify or remove this comment.</span><br />
<span style="font-weight: bold;" class="mycode_b">*/</span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">/* Default player colors:</span><br />
<span style="font-weight: bold;" class="mycode_b">SetPlayerColors('#1ADB4A', '#47FF54', '#E347FF', '#47F9FF', '#FFFD47', '#4777FF', '#FFA247', '#000000');</span><br />
<span style="font-weight: bold;" class="mycode_b">*/</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">//Choose the player colors here</span><br />
<span style="font-weight: bold;" class="mycode_b">SetPlayerColors('#1ADB4A', '#0000FF', '#FF0000', '#00FF00', '#00FFFF', '#FFFFFF', '#000000', '#000000');</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">//Mod list to load</span>]]></description>
			<content:encoded><![CDATA[Hi everyone<br />
<br />
For a long time ive been wanting to change the red colour on the temple influence. I know theres a colourswap mod and BW ultimate, but ive had issues getting them to work smoothly. I *almost* had it working with the BWGraphic Mod, by following the instructions it did change the player colour, temple beam and miracle rings to a custom hex colour but not the rest (shown in image links):<br />
<br />
<a href="https://ibb.co/D5NzPJg" target="_blank" rel="noopener" class="mycode_url">It worked! (almost)</a><br />
<a href="https://ibb.co/P6fj4kr" target="_blank" rel="noopener" class="mycode_url">Gestures almost working</a><br />
<a href="https://ibb.co/j379n9P" target="_blank" rel="noopener" class="mycode_url">Map Icons still Red</a><br />
<a href="https://ibb.co/2nnqXN6" target="_blank" rel="noopener" class="mycode_url">Worship site still red</a><br />
<br />
but I have 3 questions for the community:<br />
<br />
1) Main issue, how do i get it to fully override the red player colour? The effect only seems to work for the players influence, statistic bars, temple beam and micracle enhancement rings, but not for charging miracles at the worship site/prayer energy. The gestures half work, they leave the right colour-trail, but the sparkle activation graphic ontop of it remains red. Finally the icons in the temple are also red on the island map. What else do i need to add to the "main" script file to fully override the colour?<br />
<br />
2) Alt tabbing cancels the effect, which people have already commented on, from what ive seen the only solution is to play in windowed mode but was curious if theres any scripting that would make the effect persistent like in the BWultimate. Not much of an issue otherwise, pretty quick to just relaunch the game.<br />
<br />
<br />
3) Ive been using it alongside the fanpatch v1.42 with no conflicts or issues in order to have the resolution work properly, but everytime i boot the gameup theres a pop-up telling me to roll the patches back, can this be turned off/disabled? otherwise like above, its ignorable.<br />
<br />
Heres everything written in the "Main" Notepad file for the BWgraphicmod:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ScriptVersion = 50;<br />
</span><br />
<span style="font-weight: bold;" class="mycode_b">/*</span><br />
<span style="font-weight: bold;" class="mycode_b"> You are using BaW Graphics Mod Manager, created by the owners of <a href="http://bawsite.com/" target="_blank" rel="noopener" class="mycode_url">http://bawsite.com/</a> and made for the creation (with extended capabilities) and loading of different Mods. It also allows to change the colors of the players (this change can be made as part of a Mod).</span><br />
<span style="font-weight: bold;" class="mycode_b"> Do not publically redistribute the main files of the project without permission of any of the owners of <a href="http://bawsite.com/" target="_blank" rel="noopener" class="mycode_url">http://bawsite.com/</a>.</span><br />
<span style="font-weight: bold;" class="mycode_b"> It is forbidden to modify or remove this comment.</span><br />
<span style="font-weight: bold;" class="mycode_b">*/</span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">/* Default player colors:</span><br />
<span style="font-weight: bold;" class="mycode_b">SetPlayerColors('#1ADB4A', '#47FF54', '#E347FF', '#47F9FF', '#FFFD47', '#4777FF', '#FFA247', '#000000');</span><br />
<span style="font-weight: bold;" class="mycode_b">*/</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">//Choose the player colors here</span><br />
<span style="font-weight: bold;" class="mycode_b">SetPlayerColors('#1ADB4A', '#0000FF', '#FF0000', '#00FF00', '#00FFFF', '#FFFFFF', '#000000', '#000000');</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">//Mod list to load</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Black & White: Ultimate]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=90</link>
			<pubDate>Sat, 27 Mar 2021 19:49:53 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=90</guid>
			<description><![CDATA[I released Black &amp; White: Ultimate today as part of the 20th anniversary for Black &amp; White. Like I mentioned before, it combines the original game and Creature Isle all into one game, plus a ton of extra features.<br />
<br />
Check out the trailer for it! Hope you enjoy it!<br />
<a href="https://www.youtube.com/watch?v=e2AKDWVa2Vc" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=e2AKDWVa2Vc</a>]]></description>
			<content:encoded><![CDATA[I released Black &amp; White: Ultimate today as part of the 20th anniversary for Black &amp; White. Like I mentioned before, it combines the original game and Creature Isle all into one game, plus a ton of extra features.<br />
<br />
Check out the trailer for it! Hope you enjoy it!<br />
<a href="https://www.youtube.com/watch?v=e2AKDWVa2Vc" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=e2AKDWVa2Vc</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to create inWorld Text/Images?]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=89</link>
			<pubDate>Tue, 23 Feb 2021 20:42:37 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=89</guid>
			<description><![CDATA[On your Video (News, mainpage from 30/12/2017 21:30 with the Gras), I sometime see, that there appears a number and a player Symbol in the world at the hand position (I think, that this presents the alignment changings for a player).<br />
<br />
How this works? Because perhaps I like to make something similar with my ingame Purchasements and receiving tribute, so that it looks more similar to bw2.<br />
And also it's possible to spawn images in color similar to this way, and perhaps with more than a 256x256 resolution?]]></description>
			<content:encoded><![CDATA[On your Video (News, mainpage from 30/12/2017 21:30 with the Gras), I sometime see, that there appears a number and a player Symbol in the world at the hand position (I think, that this presents the alignment changings for a player).<br />
<br />
How this works? Because perhaps I like to make something similar with my ingame Purchasements and receiving tribute, so that it looks more similar to bw2.<br />
And also it's possible to spawn images in color similar to this way, and perhaps with more than a 256x256 resolution?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Black & White: Ultimate (v1.20)]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=88</link>
			<pubDate>Tue, 26 Jan 2021 15:31:42 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=88</guid>
			<description><![CDATA[Yo,<br />
<br />
I haven't fully publicly released my mod yet (outside of the Black &amp; White Discord), so I thought I'd showcase it here.<br />
<br />
Black &amp; White: Ultimate is a large modification based on Black &amp; White: Creature Isle. It includes the original Black &amp; White story, the original Creature Isle story and a bunch of extra features, all in a single mod. This means you can play the original Black &amp; White with all the features from Creature Isle!<br />
<br />
Ultimate also includes some extra features, such as:<br />
- A Custom Intro Menu<br />
- Full Colour Customisation<br />
- Temple Selection<br />
- Hard Mode (original Black &amp; White only, doesn't apply to Creature Isle)<br />
- Improved AI (Hard Mode only. AI is far better as expanding, enemy Creatures actually attack others, impress towns etc.)<br />
- Bug Fixes (such as a Pathing Fix for CI)<br />
- Improved Multiplayer (Custom Colours, Custom Temples, Ally/Team support, Saving/Loading).<br />
- Fixed Visuals (I'm using your patch to fix visuals for CI, so thank you very much!)<br />
<br />
Here's a few videos showcasing the mod:<br />
- (v1.20 - Creature Isle Update + Latest Intro Menu) - <a href="https://www.youtube.com/watch?v=C03pvtzzlbg" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=C03pvtzzlbg</a><br />
- (v1.10 - Multiplayer Update. Shows off Player selected Colours + Temples) - <a href="https://www.youtube.com/watch?v=Sl1rkZDcw7Q" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=Sl1rkZDcw7Q</a><br />
- (Nemesis Wins - (Hard Mode) ) - <a href="https://www.youtube.com/watch?v=oa-B2y0Bhyg" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=oa-B2y0Bhyg</a><br />
<br />
There's still a few minor things I want to do before I publicly release Ultimate. Let me know what you guys think!]]></description>
			<content:encoded><![CDATA[Yo,<br />
<br />
I haven't fully publicly released my mod yet (outside of the Black &amp; White Discord), so I thought I'd showcase it here.<br />
<br />
Black &amp; White: Ultimate is a large modification based on Black &amp; White: Creature Isle. It includes the original Black &amp; White story, the original Creature Isle story and a bunch of extra features, all in a single mod. This means you can play the original Black &amp; White with all the features from Creature Isle!<br />
<br />
Ultimate also includes some extra features, such as:<br />
- A Custom Intro Menu<br />
- Full Colour Customisation<br />
- Temple Selection<br />
- Hard Mode (original Black &amp; White only, doesn't apply to Creature Isle)<br />
- Improved AI (Hard Mode only. AI is far better as expanding, enemy Creatures actually attack others, impress towns etc.)<br />
- Bug Fixes (such as a Pathing Fix for CI)<br />
- Improved Multiplayer (Custom Colours, Custom Temples, Ally/Team support, Saving/Loading).<br />
- Fixed Visuals (I'm using your patch to fix visuals for CI, so thank you very much!)<br />
<br />
Here's a few videos showcasing the mod:<br />
- (v1.20 - Creature Isle Update + Latest Intro Menu) - <a href="https://www.youtube.com/watch?v=C03pvtzzlbg" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=C03pvtzzlbg</a><br />
- (v1.10 - Multiplayer Update. Shows off Player selected Colours + Temples) - <a href="https://www.youtube.com/watch?v=Sl1rkZDcw7Q" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=Sl1rkZDcw7Q</a><br />
- (Nemesis Wins - (Hard Mode) ) - <a href="https://www.youtube.com/watch?v=oa-B2y0Bhyg" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=oa-B2y0Bhyg</a><br />
<br />
There's still a few minor things I want to do before I publicly release Ultimate. Let me know what you guys think!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Creature Isle Pathing]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=85</link>
			<pubDate>Wed, 09 Sep 2020 01:44:23 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=85</guid>
			<description><![CDATA[Hey!<br />
<br />
 I recently finished porting all of the Black &amp; White story into the Creature Isle engine and during this, I noticed that the pathing for the villagers is...strange.<br />
<br />
There are a good few times where the villagers fail to get up or down hills and can get constantly stuck in a loop. They even sometimes starve to death since they can't get out of this loop. Obviously, Black &amp; White never had this problem.<br />
<br />
I think it could be related to how Creature Isle changed how landscapes worked slightly, as loading the Isle map into Black &amp; White causes an insane amount of movement issues since the Isle is disconnected at a part and the game doesn't know what to do. The disconnected island (where you fight the Crocodile) is what causes the issues.<br />
<br />
Have you guys ever noticed something like this? And if so, is there any fix for this? Such as loading the original Black &amp; White pathing instead?]]></description>
			<content:encoded><![CDATA[Hey!<br />
<br />
 I recently finished porting all of the Black &amp; White story into the Creature Isle engine and during this, I noticed that the pathing for the villagers is...strange.<br />
<br />
There are a good few times where the villagers fail to get up or down hills and can get constantly stuck in a loop. They even sometimes starve to death since they can't get out of this loop. Obviously, Black &amp; White never had this problem.<br />
<br />
I think it could be related to how Creature Isle changed how landscapes worked slightly, as loading the Isle map into Black &amp; White causes an insane amount of movement issues since the Isle is disconnected at a part and the game doesn't know what to do. The disconnected island (where you fight the Crocodile) is what causes the issues.<br />
<br />
Have you guys ever noticed something like this? And if so, is there any fix for this? Such as loading the original Black &amp; White pathing instead?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Multiplayer Scripting (CI)]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=83</link>
			<pubDate>Thu, 16 Jul 2020 15:53:20 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=83</guid>
			<description><![CDATA[Managed to get some scripts running in Multiplayer through some custom "auto-run" functions. I tested out some of the following functions:<br />
<br />
- Music (Playing the Nemesis theme in the video).<br />
- Vortex spawning (Not really useful for Multiplayer since quests don't work but still cool to see).<br />
- Allies (Player 1 &amp; Player 2 are allies, just like Khazar's behaviour with the player. I'm most excited about exploring this some more).<br />
- Weather events (Very heavy storm in the video as an example, definitely some cool things to do with this).<br />
<br />
Check it out!: <a href="https://www.youtube.com/watch?v=4q_QrVn-rJg" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=4q_QrVn-rJg</a>]]></description>
			<content:encoded><![CDATA[Managed to get some scripts running in Multiplayer through some custom "auto-run" functions. I tested out some of the following functions:<br />
<br />
- Music (Playing the Nemesis theme in the video).<br />
- Vortex spawning (Not really useful for Multiplayer since quests don't work but still cool to see).<br />
- Allies (Player 1 &amp; Player 2 are allies, just like Khazar's behaviour with the player. I'm most excited about exploring this some more).<br />
- Weather events (Very heavy storm in the video as an example, definitely some cool things to do with this).<br />
<br />
Check it out!: <a href="https://www.youtube.com/watch?v=4q_QrVn-rJg" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=4q_QrVn-rJg</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CI Script Compiler (Missing Constants)]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=81</link>
			<pubDate>Sun, 05 Jul 2020 11:15:18 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=81</guid>
			<description><![CDATA[Hi!<br />
<br />
Recently, I've been messing with the idea of porting Black &amp; White scripts into CI using the official Script Compiler from Lionhead. I've had decent success porting the intro from Black &amp; White into CI using the MAC quest scripts (<a href="https://www.youtube.com/watch?v=HvYv3f0rBW0" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=HvYv3f0rBW0</a>).<br />
<br />
As you can see, some of the camera locations are incorrect. This is due to missing constants that won't compile. Additionally, some of the tutorials won't compile due to an unknown constant. So, I suppose I have 2 questions:<br />
<ul class="mycode_list"><li>1. How do I access some of the camera enums? For example, "<span style="font-style: italic;" class="mycode_i">Shark1Pos = marker at camera T03_000</span>" cannot compile due to not knowing this enum. I see an entry in the "<span style="font-style: italic;" class="mycode_i">CameraPosEnum.h</span>" file called "<span style="font-style: italic;" class="mycode_i">FollowUsT03_000</span>", which I presume is the camera position needed. So I guess I'm asking, how do I use a camera enum or even get the values (positions) for all these camera enums?<br />
<span style="font-weight: bold;" class="mycode_b">Compile Error: ..\scripts\CreatureIsles\FollowUs.txt(30) : error near token "total": Unknown constant "HELP_EVENT_TYPE_ZOOM"</span><br />
</li>
</ul>
<ul class="mycode_list"><li>2. There seems to be a handful of constants used by Black &amp; White during the movement tutorials. One example is "<span style="font-style: italic;" class="mycode_i">HELP_EVENT_TYPE_ZOOM</span>" which seems to increment to a "<span style="font-style: italic;" class="mycode_i">ZoomAmount</span>" and once a threshold is reached, will complete the tutorial. The other movement tutorials have similar "<span style="font-style: italic;" class="mycode_i">HELP_EVENT_TYPE</span>" constants. However, the compiler has absolutely no idea what these constants are and I can't find any mention of them anywhere, unlike the camera enums. Are these possible to use? (I have a feeling they were maybe removed in CI).<br />
<span style="font-weight: bold;" class="mycode_b">Compile Error: ..\scripts\CreatureIsles\FollowUs.txt(181) : error near token "": parse error, expecting `T_IDENTIFIER'</span><br />
</li>
</ul>
<br />
<br />
If it's relevant, here's the .bat script I've been using to compile:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>@echo off<br />
<br />
"script_compiler" -path .. -scriptpath scripts&#92;CreatureIsles -inputfile GlobalChallenges.txt IsleChallenges.txt challenge.chl<br />
<br />
pause</code></div></div><br />
<br />
<br />
<br />
Any help would be really appreciated  <img src="http://bawsite.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> sorry if any of this is unclear, if you need more clarification, please let me know! Thanks!]]></description>
			<content:encoded><![CDATA[Hi!<br />
<br />
Recently, I've been messing with the idea of porting Black &amp; White scripts into CI using the official Script Compiler from Lionhead. I've had decent success porting the intro from Black &amp; White into CI using the MAC quest scripts (<a href="https://www.youtube.com/watch?v=HvYv3f0rBW0" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=HvYv3f0rBW0</a>).<br />
<br />
As you can see, some of the camera locations are incorrect. This is due to missing constants that won't compile. Additionally, some of the tutorials won't compile due to an unknown constant. So, I suppose I have 2 questions:<br />
<ul class="mycode_list"><li>1. How do I access some of the camera enums? For example, "<span style="font-style: italic;" class="mycode_i">Shark1Pos = marker at camera T03_000</span>" cannot compile due to not knowing this enum. I see an entry in the "<span style="font-style: italic;" class="mycode_i">CameraPosEnum.h</span>" file called "<span style="font-style: italic;" class="mycode_i">FollowUsT03_000</span>", which I presume is the camera position needed. So I guess I'm asking, how do I use a camera enum or even get the values (positions) for all these camera enums?<br />
<span style="font-weight: bold;" class="mycode_b">Compile Error: ..\scripts\CreatureIsles\FollowUs.txt(30) : error near token "total": Unknown constant "HELP_EVENT_TYPE_ZOOM"</span><br />
</li>
</ul>
<ul class="mycode_list"><li>2. There seems to be a handful of constants used by Black &amp; White during the movement tutorials. One example is "<span style="font-style: italic;" class="mycode_i">HELP_EVENT_TYPE_ZOOM</span>" which seems to increment to a "<span style="font-style: italic;" class="mycode_i">ZoomAmount</span>" and once a threshold is reached, will complete the tutorial. The other movement tutorials have similar "<span style="font-style: italic;" class="mycode_i">HELP_EVENT_TYPE</span>" constants. However, the compiler has absolutely no idea what these constants are and I can't find any mention of them anywhere, unlike the camera enums. Are these possible to use? (I have a feeling they were maybe removed in CI).<br />
<span style="font-weight: bold;" class="mycode_b">Compile Error: ..\scripts\CreatureIsles\FollowUs.txt(181) : error near token "": parse error, expecting `T_IDENTIFIER'</span><br />
</li>
</ul>
<br />
<br />
If it's relevant, here's the .bat script I've been using to compile:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>@echo off<br />
<br />
"script_compiler" -path .. -scriptpath scripts&#92;CreatureIsles -inputfile GlobalChallenges.txt IsleChallenges.txt challenge.chl<br />
<br />
pause</code></div></div><br />
<br />
<br />
<br />
Any help would be really appreciated  <img src="http://bawsite.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> sorry if any of this is unclear, if you need more clarification, please let me know! Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Draw Dist]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=76</link>
			<pubDate>Sun, 25 Aug 2019 19:58:59 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=76</guid>
			<description><![CDATA[Hello! Hope this post works, as the forum is refusing to send the email verification code.<br />
<br />
I'm patching out LOD/draw distance limitations. Decent success so far, but I'm stumped on the final hurdle.<br />
<br />
I've managed to make the following edits:<br />
<br />
-Unlimited zoom (to the skybox, at least)<br />
-Full LOD on all objects at any distance, including people and creatures<br />
-Certain buildings/forests stay visible at medium distance rather than disappearing<br />
-No gradual transparency fade of distant objects--they're either visible, or they're not<br />
-No "darkening to black" of distant objects<br />
<br />
It looks pretty good already, but things still disappear at a certain distance away, and every object treats this differently. For instance, sheep disappear SUPER quick when you pull back, whereas trees stay visible for a very long time. They all seem to be comparing against the ESI register, but I have to admit, I'm just an enthusiastic beginner to hacking and my fumbling attempts have not gotten to the bottom of this yet.<br />
<br />
I want to make everything -- including villagers -- remain visible, no matter how far out you zoom. I know some people here have made attempts at this in the past, but all the threads are old, links are dead, and information is scant. I'm posting in the hopes that someone might still be around to help out or give me some pointers (no pun intended) so that I might make and upload my own patch for y'all.<br />
<br />
Here's some comparison shots:<br />
<a href="https://i.imgur.com/wym8VeS.png" target="_blank" rel="noopener" class="mycode_url">Unpatched</a><br />
<a href="https://i.imgur.com/sZz9pGj.png" target="_blank" rel="noopener" class="mycode_url">Patched</a><br />
<br />
<a href="https://i.imgur.com/NHAv71M.gif" target="_blank" rel="noopener" class="mycode_url">In a gif for easier viewing</a>]]></description>
			<content:encoded><![CDATA[Hello! Hope this post works, as the forum is refusing to send the email verification code.<br />
<br />
I'm patching out LOD/draw distance limitations. Decent success so far, but I'm stumped on the final hurdle.<br />
<br />
I've managed to make the following edits:<br />
<br />
-Unlimited zoom (to the skybox, at least)<br />
-Full LOD on all objects at any distance, including people and creatures<br />
-Certain buildings/forests stay visible at medium distance rather than disappearing<br />
-No gradual transparency fade of distant objects--they're either visible, or they're not<br />
-No "darkening to black" of distant objects<br />
<br />
It looks pretty good already, but things still disappear at a certain distance away, and every object treats this differently. For instance, sheep disappear SUPER quick when you pull back, whereas trees stay visible for a very long time. They all seem to be comparing against the ESI register, but I have to admit, I'm just an enthusiastic beginner to hacking and my fumbling attempts have not gotten to the bottom of this yet.<br />
<br />
I want to make everything -- including villagers -- remain visible, no matter how far out you zoom. I know some people here have made attempts at this in the past, but all the threads are old, links are dead, and information is scant. I'm posting in the hopes that someone might still be around to help out or give me some pointers (no pun intended) so that I might make and upload my own patch for y'all.<br />
<br />
Here's some comparison shots:<br />
<a href="https://i.imgur.com/wym8VeS.png" target="_blank" rel="noopener" class="mycode_url">Unpatched</a><br />
<a href="https://i.imgur.com/sZz9pGj.png" target="_blank" rel="noopener" class="mycode_url">Patched</a><br />
<br />
<a href="https://i.imgur.com/NHAv71M.gif" target="_blank" rel="noopener" class="mycode_url">In a gif for easier viewing</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Map Editor/Viewer Name?]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=75</link>
			<pubDate>Wed, 01 May 2019 21:44:53 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=75</guid>
			<description><![CDATA[Hey guys  <img src="http://bawsite.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> <br />
<br />
Was having a browse around the site and I stumbled across this image: <a href="http://bawsite.com/gal2/screen3.jpg" target="_blank" rel="noopener" class="mycode_url">http://bawsite.com/gal2/screen3.jpg</a><br />
What tool is this? It looks super clean and looks like it could be helpful for creating maps, something I've always struggled with.<br />
<br />
I noticed it was categorised as your own gallery. Is this an editor you are working on? If so, do you ever plan to release it?]]></description>
			<content:encoded><![CDATA[Hey guys  <img src="http://bawsite.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> <br />
<br />
Was having a browse around the site and I stumbled across this image: <a href="http://bawsite.com/gal2/screen3.jpg" target="_blank" rel="noopener" class="mycode_url">http://bawsite.com/gal2/screen3.jpg</a><br />
What tool is this? It looks super clean and looks like it could be helpful for creating maps, something I've always struggled with.<br />
<br />
I noticed it was categorised as your own gallery. Is this an editor you are working on? If so, do you ever plan to release it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Compiling a new challenge.chl file]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=73</link>
			<pubDate>Wed, 17 Apr 2019 21:55:56 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=73</guid>
			<description><![CDATA[Hello everyone.<br />
<br />
I know this has been asked before but I would like to make some very small changes to the challenge.chl file. I saw some programs such as "CHLEX" and "CHASM", which can decompile and recompile the challenge.chl file.<br />
I had success decompiling the challenge.chl file using "CHLEX" but could not recompile the challenge.chl file using "CHASM". I was able to compile one of the example scripts however.<br />
<br />
I want to do this for Black &amp; White, not CI. I was linked <a href="https://filehorst.de/download.php?file=bbfHEGqg" target="_blank" rel="noopener" class="mycode_url">https://filehorst.de/download.php?file=bbfHEGqg</a> from my previous post here before, but I'm fairly sure this is only for the CI scripting tool.<br />
<br />
One thing I'd like to do is simply remove the script that is called to spawn the throwable villager in Land 3. By the looks of it, the script associated with this is called "ThrowBlokeMain" and removing this should be as simple as removing the line that calls this script.<br />
Could someone provide me a small tutorial on the basic compiling of the challenge.chl file either with the mentioned programs above ("CHASM" and "CHLEX") or another way that would be better? Unless it's just not possible for Black &amp; White at all?<br />
<br />
Thank you!]]></description>
			<content:encoded><![CDATA[Hello everyone.<br />
<br />
I know this has been asked before but I would like to make some very small changes to the challenge.chl file. I saw some programs such as "CHLEX" and "CHASM", which can decompile and recompile the challenge.chl file.<br />
I had success decompiling the challenge.chl file using "CHLEX" but could not recompile the challenge.chl file using "CHASM". I was able to compile one of the example scripts however.<br />
<br />
I want to do this for Black &amp; White, not CI. I was linked <a href="https://filehorst.de/download.php?file=bbfHEGqg" target="_blank" rel="noopener" class="mycode_url">https://filehorst.de/download.php?file=bbfHEGqg</a> from my previous post here before, but I'm fairly sure this is only for the CI scripting tool.<br />
<br />
One thing I'd like to do is simply remove the script that is called to spawn the throwable villager in Land 3. By the looks of it, the script associated with this is called "ThrowBlokeMain" and removing this should be as simple as removing the line that calls this script.<br />
Could someone provide me a small tutorial on the basic compiling of the challenge.chl file either with the mentioned programs above ("CHASM" and "CHLEX") or another way that would be better? Unless it's just not possible for Black &amp; White at all?<br />
<br />
Thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Create info*.txt and chl files??]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=70</link>
			<pubDate>Thu, 14 Mar 2019 20:12:08 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=70</guid>
			<description><![CDATA[Hey! I want to ask, if it's possible, to make a info*.txt file backwards from a info.dat file?<br />
Like extracting this file.<br />
<br />
Because in CI there are no info*txt (from a MAC-Version) for this game. And a info*.txt file is easier to edit.<br />
At first it's ok, to extract this file without using the (unknown) enums (like enums for creature isle buildings).<br />
<br />
If there a way, or a tool to make this possible?<br />
<br />
<br />
Perhaps it's possible in a similar way, to extract a chl file or ti write a tool to do this? Because I like to extract the CI info.dat file to use the script files from there, to merge it with my Genesismod Story.<br />
<br />
Also there is a problem with the AVI sequences in CI, because in the creatureisle.exe file, there is some code missing, to use the avi sequences for modding. I like to find a way to fix this, so that I can use the original BW-Story in CI with the Avi Sequences.]]></description>
			<content:encoded><![CDATA[Hey! I want to ask, if it's possible, to make a info*.txt file backwards from a info.dat file?<br />
Like extracting this file.<br />
<br />
Because in CI there are no info*txt (from a MAC-Version) for this game. And a info*.txt file is easier to edit.<br />
At first it's ok, to extract this file without using the (unknown) enums (like enums for creature isle buildings).<br />
<br />
If there a way, or a tool to make this possible?<br />
<br />
<br />
Perhaps it's possible in a similar way, to extract a chl file or ti write a tool to do this? Because I like to extract the CI info.dat file to use the script files from there, to merge it with my Genesismod Story.<br />
<br />
Also there is a problem with the AVI sequences in CI, because in the creatureisle.exe file, there is some code missing, to use the avi sequences for modding. I like to find a way to fix this, so that I can use the original BW-Story in CI with the Avi Sequences.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Challenge.chl]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=67</link>
			<pubDate>Tue, 18 Sep 2018 21:05:36 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=67</guid>
			<description><![CDATA[Hey guys.<br />
<br />
Is there a way to edit the challenge.chl file? Or even force the game to use the quest .txt files that are available from the Mac version? (similar to using the .txt instead of the info.dat)]]></description>
			<content:encoded><![CDATA[Hey guys.<br />
<br />
Is there a way to edit the challenge.chl file? Or even force the game to use the quest .txt files that are available from the Mac version? (similar to using the .txt instead of the info.dat)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Adding own DLLs or edit existing DLLs???]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=62</link>
			<pubDate>Sun, 10 Dec 2017 21:21:47 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=62</guid>
			<description><![CDATA[Like the ddraw.dll file of the Graphics Mod Manager, is there another DLL file the game can read automatic?<br />
<br />
Because I want to implement for my mods, like the extra land heights some changes into a own DLL file for permamament usings (perhaps like the graphics mod with own comands in a text file...).<br />
Perhaps it's possible, to edit a existing dll file (like multiplayer.dll or LHDialogLib.dll), to implement some commands with the start of the game???]]></description>
			<content:encoded><![CDATA[Like the ddraw.dll file of the Graphics Mod Manager, is there another DLL file the game can read automatic?<br />
<br />
Because I want to implement for my mods, like the extra land heights some changes into a own DLL file for permamament usings (perhaps like the graphics mod with own comands in a text file...).<br />
Perhaps it's possible, to edit a existing dll file (like multiplayer.dll or LHDialogLib.dll), to implement some commands with the start of the game???]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Extracting Informations from info.dat AND add extra objects]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=60</link>
			<pubDate>Wed, 13 Sep 2017 17:06:59 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=60</guid>
			<description><![CDATA[At the moment I am extracting the Informations from the CI info.dat into info*.txt files and I finished the first 4 ofd them.<br />
<br />
But (I tried it in the normal B&amp;W game), I can't add new objects, because I think, there are special offsets for this. I tried to change it with IDE in the exe file (I test to add a own spell), but every time I tried to add an extra object into the text files and used it, the game crashes. The game didn't load the extra informations in the text file.<br />
<br />
You can find the different functions for the Objects (like spells) at this area ...<br />
<br />
.... in Creatureisle.exe: 0042CC60<br />
<br />
.... in runblack.exe: unknown (search for example for the String 'DETAIL_MAGIC_GENERAL_INFO' with IDA).<br />
<br />
I opened it with IDA. When somebody knows a way, to add extra objects/entries (by increasing values or change offsets...), it would be very fine^^<br />
<br />
edit: info5.txt done too^^]]></description>
			<content:encoded><![CDATA[At the moment I am extracting the Informations from the CI info.dat into info*.txt files and I finished the first 4 ofd them.<br />
<br />
But (I tried it in the normal B&amp;W game), I can't add new objects, because I think, there are special offsets for this. I tried to change it with IDE in the exe file (I test to add a own spell), but every time I tried to add an extra object into the text files and used it, the game crashes. The game didn't load the extra informations in the text file.<br />
<br />
You can find the different functions for the Objects (like spells) at this area ...<br />
<br />
.... in Creatureisle.exe: 0042CC60<br />
<br />
.... in runblack.exe: unknown (search for example for the String 'DETAIL_MAGIC_GENERAL_INFO' with IDA).<br />
<br />
I opened it with IDA. When somebody knows a way, to add extra objects/entries (by increasing values or change offsets...), it would be very fine^^<br />
<br />
edit: info5.txt done too^^]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BaW Graphics Mod Manager for AllMeshes.g3d and Landscapes?]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=59</link>
			<pubDate>Fri, 01 Sep 2017 14:39:17 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=59</guid>
			<description><![CDATA[It's possible, to load high quality textures with the BaW Graphics Mod Manager for the l3d-Files, stored in the AllMeshes.g3d?<br />
Because l3d files (wothout the BaW Graphics Mod Manager) only can use 256x256 Textures. And for example for the B&amp;W2-Trees I want to use the 1024x1024 textures.<br />
<br />
And perhaps its possible, to use high quality textures (or modify the textures) of a single landscape to? I only want to make it possible, for landscapes, objects.... for all textures with a 256x256 format, to use higher formats like 1024x1024 or more, because this looks better.<br />
<br />
It's possible or planed to add to the BaW Graphics Mod Manager functions, to use more memory for the game, so that thew game can show more objwects, effects and don't lag with the B&amp;W trees, which I replaced with the BW-trees in the allmeshes.g3d?<br />
<br />
edit: The new version of the GMM make problems with CI. Sometime the game crashes, or the game doesn't load the textures from data/textures....<br />
<br />
edit 2: Replacing textures with "AddNewEffect('smallbump.raw', 'MAIN', ET_MAIN, EF_SELECTTEXTURE, 0, '#\smallbump.tga');" doesn't work... When I try it, sometime the game crashes too...<br />
Sry, the GMM is a good idea and can make some nice texture changes, but is still very buggy. <img src="http://bawsite.com/forum/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_8" /> At the moment it's impossible, to use it without problems in CI.]]></description>
			<content:encoded><![CDATA[It's possible, to load high quality textures with the BaW Graphics Mod Manager for the l3d-Files, stored in the AllMeshes.g3d?<br />
Because l3d files (wothout the BaW Graphics Mod Manager) only can use 256x256 Textures. And for example for the B&amp;W2-Trees I want to use the 1024x1024 textures.<br />
<br />
And perhaps its possible, to use high quality textures (or modify the textures) of a single landscape to? I only want to make it possible, for landscapes, objects.... for all textures with a 256x256 format, to use higher formats like 1024x1024 or more, because this looks better.<br />
<br />
It's possible or planed to add to the BaW Graphics Mod Manager functions, to use more memory for the game, so that thew game can show more objwects, effects and don't lag with the B&amp;W trees, which I replaced with the BW-trees in the allmeshes.g3d?<br />
<br />
edit: The new version of the GMM make problems with CI. Sometime the game crashes, or the game doesn't load the textures from data/textures....<br />
<br />
edit 2: Replacing textures with "AddNewEffect('smallbump.raw', 'MAIN', ET_MAIN, EF_SELECTTEXTURE, 0, '#\smallbump.tga');" doesn't work... When I try it, sometime the game crashes too...<br />
Sry, the GMM is a good idea and can make some nice texture changes, but is still very buggy. <img src="http://bawsite.com/forum/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_8" /> At the moment it's impossible, to use it without problems in CI.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Editing txt.zzz-Files]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=57</link>
			<pubDate>Tue, 15 Aug 2017 12:58:09 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=57</guid>
			<description><![CDATA[Somebody have an idea, how I can edit a txt.zzz file?<br />
<br />
This files contains effects for wonders and other visual effects like fireworks.]]></description>
			<content:encoded><![CDATA[Somebody have an idea, how I can edit a txt.zzz file?<br />
<br />
This files contains effects for wonders and other visual effects like fireworks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[555 and 16b files]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=54</link>
			<pubDate>Wed, 28 Jun 2017 16:01:09 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=54</guid>
			<description><![CDATA[Has someone figured out a way to extract the images properly from these files? I am able to open them, but the interlacing is so strange.]]></description>
			<content:encoded><![CDATA[Has someone figured out a way to extract the images properly from these files? I am able to open them, but the interlacing is so strange.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mod Manager - replacing RAW textures]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=50</link>
			<pubDate>Mon, 12 Jun 2017 23:36:18 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=50</guid>
			<description><![CDATA[Which format do the textures need to be in, for the mod manager to properly replace the .raw textures?<br />
<br />
Also, I am currently using the line;<br />
<br />
AddNewEffect('Sky.raw', 'MAIN', ET_MAIN, EF_SELECTTEXTURE, 0, '#\Sky.tga');<br />
<br />
is this the correct format?<br />
<br />
Also, how do I perform the same for the Alpha layers? Just <br />
<br />
AddNewEffect('SkyA.raw', 'MAIN', ET_MAIN, EF_SELECTTEXTURE, 0, '#\SkyA.tga');<br />
<br />
Next, does the mod properly load 2x the size or different sized textures. Because at the moment, the Sky texture isn't loading for me.]]></description>
			<content:encoded><![CDATA[Which format do the textures need to be in, for the mod manager to properly replace the .raw textures?<br />
<br />
Also, I am currently using the line;<br />
<br />
AddNewEffect('Sky.raw', 'MAIN', ET_MAIN, EF_SELECTTEXTURE, 0, '#\Sky.tga');<br />
<br />
is this the correct format?<br />
<br />
Also, how do I perform the same for the Alpha layers? Just <br />
<br />
AddNewEffect('SkyA.raw', 'MAIN', ET_MAIN, EF_SELECTTEXTURE, 0, '#\SkyA.tga');<br />
<br />
Next, does the mod properly load 2x the size or different sized textures. Because at the moment, the Sky texture isn't loading for me.]]></content:encoded>
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		<item>
			<title><![CDATA[Black&White Scripting language helps needed]]></title>
			<link>http://bawsite.com/forum/showthread.php?tid=46</link>
			<pubDate>Tue, 02 May 2017 10:16:05 +0000</pubDate>
			<guid isPermaLink="false">http://bawsite.com/forum/showthread.php?tid=46</guid>
			<description><![CDATA[Since 2005 I am working in B&amp;W modding by writing and compiling scripts (challenges, own stories etc...) into the challenges.chl file.<br />
At last I found, how I can make a condition, to check, if a "puzzle game", like the tree puzzle is finished.<br />
<br />
But some thinks, I still need to find are important for me and I hope, that someone other have ideas or experiences, to help me.<br />
<br />
1. I want to make, like the dolphin-challege in CI, that a water cannon shoot bubbles to the marker. But I don't know, how I can make this bubbles.<br />
2. I want to play AVIs (like in B&amp;W, where the creature falls into the vulcano, or the B&amp;W intro video, of the god was born), but in CI the avis doesn't works. The script command itself for avis can be compiled successfully. I think, that it's a glitch of CI, that the AVIs can't be founded by the game.<br />
<br />
3. <br />
   a. A way, to extract the CI and B&amp;W challenge.chl to a scripting language, like the language, I use (see attachments). Perhaps, like the 6 or 8 scripts from the "scripting tools", or the "original scripts" (ChooseYouCreature.txt, MissionariesLeave.txt etc...) are other scripts of B&amp;W or CI avaiable, like challenges from other lands (land 2), or all CI-trials?<br />
   b. or to use alle three challenge.chl's (the of the original game, Creature Isle, and then my own challenge.chl) in  a order, so that CI starts, after B&amp;W is finished, or my mod starts, after CI is finished). =&gt; In addition to this, if I want to use the challenge.chl of the original game in B&amp;W, the game crashes. A way, to fix this want to be cool, so that for example I can use the CI creatures in the B&amp;W story.<br />
  *more I like to use variant "a", because then I can use own scripts, for example the multipickup (usefull for portals) or tribut mode in the original story or CI, by recompiling it the a single large challenge.chl<br />
<br />
<br />
4. With the language (scripting tools) I don't can place this objects: bigforests, fish farms, waterfallls, worship sides.<br />
5. Mapping: There are some map script commands, which exists, but doesn't work in a mapfile (or I doesn't use this commands correctly), for example CREATE_WATERFALL, or LOAD_CHALLENGE or CREATE_FOOTHPATH.<br />
6. A way, to change with the scripting language the alignments of another player, like player 2 to evil, or player 3 to good.<br />
7.  Perhaps (but I am not sure, that a scripting command for this exists) a way, to useother meshes for an existing single object (overwriting the existing mesh of the placed object) and a way, to use an additionally music file, instead of overwriting an axisting musicfile of the game.<br />
8. like the race in CI, i want to draw a path (the red/white lines). I know, that I have to use the files, like the "/data/zones/racetrack1.exc" file, but I only know, how I can make borders  (like in land 1) for a map. Somebody have an Idea, how I can make a racetrack marking?<br />
I am not sure, but I am thinking, that it's perhaps works with the alex special effect SPOT_VISUAL_ALEX_FENCE in some way....<br />
<br />
<br />
For most commands, I use this file: <a href="http://filehorst.de/d/bbfHEGqg" target="_blank" rel="noopener" class="mycode_url">http://filehorst.de/d/bbfHEGqg</a> (the scripting language documentation of B&amp;W, but not complete and not all commands of CI).<br />
<br />
Perhaps, if someone have a full scripting language documentation of B&amp;W CI, they can give me the link or upload this file for me?^^]]></description>
			<content:encoded><![CDATA[Since 2005 I am working in B&amp;W modding by writing and compiling scripts (challenges, own stories etc...) into the challenges.chl file.<br />
At last I found, how I can make a condition, to check, if a "puzzle game", like the tree puzzle is finished.<br />
<br />
But some thinks, I still need to find are important for me and I hope, that someone other have ideas or experiences, to help me.<br />
<br />
1. I want to make, like the dolphin-challege in CI, that a water cannon shoot bubbles to the marker. But I don't know, how I can make this bubbles.<br />
2. I want to play AVIs (like in B&amp;W, where the creature falls into the vulcano, or the B&amp;W intro video, of the god was born), but in CI the avis doesn't works. The script command itself for avis can be compiled successfully. I think, that it's a glitch of CI, that the AVIs can't be founded by the game.<br />
<br />
3. <br />
   a. A way, to extract the CI and B&amp;W challenge.chl to a scripting language, like the language, I use (see attachments). Perhaps, like the 6 or 8 scripts from the "scripting tools", or the "original scripts" (ChooseYouCreature.txt, MissionariesLeave.txt etc...) are other scripts of B&amp;W or CI avaiable, like challenges from other lands (land 2), or all CI-trials?<br />
   b. or to use alle three challenge.chl's (the of the original game, Creature Isle, and then my own challenge.chl) in  a order, so that CI starts, after B&amp;W is finished, or my mod starts, after CI is finished). =&gt; In addition to this, if I want to use the challenge.chl of the original game in B&amp;W, the game crashes. A way, to fix this want to be cool, so that for example I can use the CI creatures in the B&amp;W story.<br />
  *more I like to use variant "a", because then I can use own scripts, for example the multipickup (usefull for portals) or tribut mode in the original story or CI, by recompiling it the a single large challenge.chl<br />
<br />
<br />
4. With the language (scripting tools) I don't can place this objects: bigforests, fish farms, waterfallls, worship sides.<br />
5. Mapping: There are some map script commands, which exists, but doesn't work in a mapfile (or I doesn't use this commands correctly), for example CREATE_WATERFALL, or LOAD_CHALLENGE or CREATE_FOOTHPATH.<br />
6. A way, to change with the scripting language the alignments of another player, like player 2 to evil, or player 3 to good.<br />
7.  Perhaps (but I am not sure, that a scripting command for this exists) a way, to useother meshes for an existing single object (overwriting the existing mesh of the placed object) and a way, to use an additionally music file, instead of overwriting an axisting musicfile of the game.<br />
8. like the race in CI, i want to draw a path (the red/white lines). I know, that I have to use the files, like the "/data/zones/racetrack1.exc" file, but I only know, how I can make borders  (like in land 1) for a map. Somebody have an Idea, how I can make a racetrack marking?<br />
I am not sure, but I am thinking, that it's perhaps works with the alex special effect SPOT_VISUAL_ALEX_FENCE in some way....<br />
<br />
<br />
For most commands, I use this file: <a href="http://filehorst.de/d/bbfHEGqg" target="_blank" rel="noopener" class="mycode_url">http://filehorst.de/d/bbfHEGqg</a> (the scripting language documentation of B&amp;W, but not complete and not all commands of CI).<br />
<br />
Perhaps, if someone have a full scripting language documentation of B&amp;W CI, they can give me the link or upload this file for me?^^]]></content:encoded>
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