Author Topic: Bug Reports - v6  (Read 44651 times)

Offline White Agnus

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Re: Bug Reports - v6
« Reply #75 on: November 24, 2008, 06:34:20 PM »
Hi there folks,
I'm the new guy. :D
Excuse me if my english isn't so good I'm a german and I'm a dyslexic.
I like BG1UB ver much and the cause why im posting here is that I have made today an unoficial Fixpack for BG1UB.
The Fixes are:
- I've fixed the Halfling Encounter, because he talks a lot of rubbish.
- Also Bunsen talks a lot of rubbish.
- I've added the HOBGO5.dlg to HOBGO5.cre, so he has a banter with the NPC, also I've fixed, that he taked money from the HC.
- The crash in the Helm & Cloak store is fixed
- Edie and Quoningar takes only one potion, not the whole stack
- If Mulaheir is dead, the diary won't delete the entries when you speak with Berrun Ghastkill, i fixed that.
- The serving wench fix from erebusant and the Shilo-Chen fix from Ascension64 are included

I've tested these Fixes with the german and the english version of BGT. I don't know if these fixes work for TUTU, because I have not Tutu Installation on my PC.

I've uploaded the pack on Speedyshare: http://www.speedyshare.com/472529321.html

It should be implemented in the next BWP Fixpack, but I want you to give an oppurtunity to download it before it were implemented. :D

 
« Last Edit: November 25, 2008, 01:32:14 PM by White Agnus »

Offline Salk

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Re: Bug Reports - v6
« Reply #76 on: November 27, 2008, 09:23:17 AM »
Thank you very much, White Agnus!  :pirate

Offline White Agnus

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Re: Bug Reports - v6
« Reply #77 on: November 27, 2008, 10:33:43 AM »
If you want to do a new Version of this Mod, please implement the german translation.
You can find it here. I didn't translate this Mod, but it was cool if you can do this.
« Last Edit: November 27, 2008, 10:35:32 AM by White Agnus »

Offline Ascension64

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Re: Bug Reports - v6
« Reply #78 on: November 28, 2008, 04:10:16 AM »
Thanks for that. Most of these have already been corrected locally. It's just been sitting around for an extended period of time.

Offline jastey

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Re: Bug Reports - v6
« Reply #79 on: November 28, 2008, 11:27:13 AM »
Soooooo the next update comes when? :)

Offline Ascension64

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Re: Bug Reports - v6
« Reply #80 on: November 28, 2008, 06:01:25 PM »
When indeed!  ;)

Offline erebusant

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Re: Bug Reports - v6
« Reply #81 on: December 21, 2008, 12:54:28 PM »
Ascension64, could you post the code to fix the Ice Island CTD in our .tp2?

Offline White Agnus

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Re: Bug Reports - v6
« Reply #82 on: December 22, 2008, 08:44:35 AM »
@erebusant,
I think this must be the code:
Code: [Select]
COPY_EXISTING ~Aru010.are~ ~override/Aru010.are~
    REPLACE_TEXTUALLY EXACT_MATCH EXIT1010 EXITU010 (8)
BUT_ONLY_IF_IT_CHANGES

Or

Code: [Select]
COPY ~BG1UB/BGT/ARE/Aru010.are~ ~override/Aru010.are~
    REPLACE_TEXTUALLY EXACT_MATCH EXIT1010 EXITU010 (8)
BUT_ONLY_IF_IT_CHANGES
« Last Edit: December 22, 2008, 10:05:21 AM by White Agnus »

Offline erebusant

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Re: Bug Reports - v6
« Reply #83 on: December 24, 2008, 08:47:50 PM »
@erebusant,
I think this must be the code:
Code: [Select]
COPY_EXISTING ~Aru010.are~ ~override/Aru010.are~
    REPLACE_TEXTUALLY EXACT_MATCH EXIT1010 EXITU010 (8)
BUT_ONLY_IF_IT_CHANGES

Or

Code: [Select]
COPY ~BG1UB/BGT/ARE/Aru010.are~ ~override/Aru010.are~
    REPLACE_TEXTUALLY EXACT_MATCH EXIT1010 EXITU010 (8)
BUT_ONLY_IF_IT_CHANGES
I think it needs to be a bit more detailed than that. You have to have code that's going to tell you which travel trigger or entrance you want to modify, etc, etc...

Offline Marauder

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Re: Bug Reports - v6
« Reply #84 on: December 30, 2008, 05:21:11 PM »
I bugs me that the Taerum won't buy at least one ankheg shell, AND make me as many finished armors as I'll pay for - he clearly indicates that he can sell at least one to a rich nobel, and he does not lose anything by making me a second Ankheg Shell.

Of similar worry is the fact that neither Thalantyr nor Taerom would acknowledge that I had a chunk of iron and the mysterious vial in my inventory. I had already gotten my first Ankheg plate made by Taerum by then.

Thoughts?
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Offline Ascension64

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Re: Bug Reports - v6
« Reply #85 on: December 30, 2008, 06:55:21 PM »
Question for the super-dooper Mac swamis out there: how on earth do I make the mod compatible with a Mac?

I noticed Gorilym's post on page 2, but the RapidShare link is now out-of-date.

Offline devSin

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Re: Bug Reports - v6
« Reply #86 on: December 31, 2008, 12:30:11 AM »
I think cmorgan will know.

Offline Ascension64

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Re: Bug Reports - v6
« Reply #87 on: December 31, 2008, 08:18:20 PM »
Cool, I'll catch up with him.

On another issue with a previous posters:
Quote
POTN45.itm (potion of free action) give immunity for charm creature ??

I compared the effects of POTN45.ITM (Potion of Freedom) with SPPR403.SPL (Free Action), and essentially while the description of the former suggests it does exactly the same thing as the latter, there are a few opcode differences.

Notably, POTN45 has Immunity to Effects (Charm creature + Stun), and an Unstun opcode. The Free Action spell doesn't have these, but it has an Immunity to Effect (Hold creature type). Which one is correct?

Offline devSin

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Re: Bug Reports - v6
« Reply #88 on: December 31, 2008, 10:10:40 PM »
The spell. I wouldn't necessarily remove stun, but the charm immunity is in error. Both should prevent hold.

This is probably already taken care of by the BG fixpack, though (not that BG fixpack will ever get finished), so I wouldn't really bother in UB unless you want.

Offline Ascension64

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Re: Bug Reports - v6
« Reply #89 on: December 31, 2008, 10:43:27 PM »
It will probably go into a component that will become obsolete when BG Fixpack is fully ready anyway.

Offline plainab

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Re: Bug Reports - v6
« Reply #90 on: January 01, 2009, 04:32:50 PM »
The spell. I wouldn't necessarily remove stun, but the charm immunity is in error. Both should prevent hold.

This is probably already taken care of by the BG fixpack, though (not that BG fixpack will ever get finished), so I wouldn't really bother in UB unless you want.
I remember discussing this in the fixpack thread.  I believe we were going to make the potion to be identical to the spell since the potion says that it does the same as the spell. Also we were going to leave all the other 'free action' items as is since they could have easily been enchanted to various states.

You code it and I steal it?  Or do you want me to take a crack at it? You'll probably get it done faster + you have tutu and bgt versions to design the code for.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altherin.webs.com

Offline Ascension64

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Re: Bug Reports - v6
« Reply #91 on: January 04, 2009, 10:20:32 PM »
I already coded it. :)

Quote
//Change "Immunity to Charm creature" effect to "Immunity to Hold creature type" like Free Action spell
COPY_EXISTING ~%tutu_var%POTN45.ITM~ ~override~
  READ_LONG 0x64 abil_off
  READ_SHORT 0x68 abil_num
  READ_LONG 0x6a fx_off

  FOR (i = 0; i < "%abil_num%"; i += 1) BEGIN
    READ_SHORT (%abil_off% + %i% * 0x38 + 0x1E) fx_abil_num
    READ_SHORT (%abil_off% + %i% * 0x38 + 0x20) fx_abil_idx
    FOR (j = %fx_abil_idx%; j < %fx_abil_idx% + %fx_abil_num%; j +=1) BEGIN
      READ_SHORT (%fx_off% + %j% * 0x30) fx_type
      READ_LONG (%fx_off% + %j% * 0x30 + 0x8) fx_param2
      PATCH_IF (%fx_type% = 101) AND (%fx_param2% = 5) BEGIN //Immunity to effect [101]: Charm creature [5]
        WRITE_LONG (%fx_off% + %j% * 0x30 + 0x8) 175 //Hold creature type
      END
    END
  END
BUT_ONLY_IF_IT_CHANGES

Offline plainab

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Re: Bug Reports - v6
« Reply #92 on: January 05, 2009, 03:46:07 PM »
I already coded it. :)

Quote
//Change "Immunity to Charm creature" effect to "Immunity to Hold creature type" like Free Action spell
COPY_EXISTING ~%tutu_var%POTN45.ITM~ ~override~
  READ_LONG 0x64 abil_off
  READ_SHORT 0x68 abil_num
  READ_LONG 0x6a fx_off

  FOR (i = 0; i < "%abil_num%"; i += 1) BEGIN
    READ_SHORT (%abil_off% + %i% * 0x38 + 0x1E) fx_abil_num
    READ_SHORT (%abil_off% + %i% * 0x38 + 0x20) fx_abil_idx
    FOR (j = %fx_abil_idx%; j < %fx_abil_idx% + %fx_abil_num%; j +=1) BEGIN
      READ_SHORT (%fx_off% + %j% * 0x30) fx_type
      READ_LONG (%fx_off% + %j% * 0x30 + 0x8) fx_param2
      PATCH_IF (%fx_type% = 101) AND (%fx_param2% = 5) BEGIN //Immunity to effect [101]: Charm creature [5]
        WRITE_LONG (%fx_off% + %j% * 0x30 + 0x8) 175 //Hold creature type
      END
    END
  END
BUT_ONLY_IF_IT_CHANGES
Okay, consider it stolen (and modified for vanilla/totsc only) and will test. How do you test this again? Should I go pay the sirine's by the cave and the lighthouse a visit to see if character using potion gets charmed or not?
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altherin.webs.com

Offline plainab

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Re: Bug Reports - v6
« Reply #93 on: January 05, 2009, 07:06:46 PM »
Okay, since you're working on it here....  Thought I'd point out that the spell in vanilla and totsc has protection against Hold Creature II whereas the potion has protection against Stun.  I can't remember whether it was thought that the Stun in the potion should be changed to Hold Creature II or if the Hold Creature II in the spell should be changed to Stun.  I would think that the spell needs adjusted since both the spell and the potion contain the Cure Stun effect (#46).
What do you think?
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altherin.webs.com

Offline devSin

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Re: Bug Reports - v6
« Reply #94 on: January 05, 2009, 10:48:40 PM »
Hold creature 2 is a special opcode value created to bypass all the possible sources of hold immunity. It should never be blocked by specific immunities (although, I don't think it's ever used in BG/TotSC, and certainly not in any way that would matter).

Stun is a toss up. David Gaider says they didn't want free action-type sources to affect stun, but he didn't work on BG/TotSC. The BG2 fixpack removes stun and provides the option to universally grant it to free action sources; you may want to take that route, but I don't see anything wrong with just making them all protect against stun (stun effect is almost entirely unused in BG/TotSC anyway).

Offline Ascension64

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Re: Bug Reports - v6
« Reply #95 on: January 06, 2009, 02:35:34 AM »
So does that mean that Free Action should have its Immunity to effect [Hold Creature II] removed, or changed to [Stun]?

Cheating in the potion and testing with sirines sounds a good idea.

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Re: Bug Reports - v6
« Reply #96 on: January 06, 2009, 05:43:12 AM »
Ascension64, I appreciate that you probably don't know the answer to this, and please don't think I'm bugging you, but any idea when we may see a new release?  Might it be within the next three months, at a guess?

Offline devSin

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Re: Bug Reports - v6
« Reply #97 on: January 06, 2009, 01:41:17 PM »
So does that mean that Free Action should have its Immunity to effect [Hold Creature II] removed, or changed to [Stun]?
Either. If you want Free Action to prevent stun, it can be changed, or it can simply be removed if not.

Offline plainab

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Re: Bug Reports - v6
« Reply #98 on: January 06, 2009, 04:15:04 PM »
So does that mean that Free Action should have its Immunity to effect [Hold Creature II] removed, or changed to [Stun]?
Either. If you want Free Action to prevent stun, it can be changed, or it can simply be removed if not.
My vote would be to change the [Hold Creature II] to [Stun]. Because to remove the [Protection from Stun] you'd also need to remove the [Cure Stun] effects from both the potion and the spell. Given that there are more effects present relating to [Stun], I'd say that [Stun] should be present rather than the [Hold Creature II]. But that is my opinion.
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altherin.webs.com

Offline Ascension64

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Re: Bug Reports - v6
« Reply #99 on: January 07, 2009, 08:14:14 AM »
Sounds reasonable. I agree with that.

 

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