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Topic Summary

Posted by: Dyara
« on: January 11, 2003, 03:13:38 AM »

For RtW we still do it this way. But be careful: You have to use 5 digit numbers (99999 works fine but 9999 or 999999 doesn´t work) if you want to do it in dialogues.

....

It seems I wrote an answer to a very old posting about adding journal entries with WeiDU from the first page :D ...                    



[!--EDIT|Dyara|Jan 11 2003, 01:16 PM--]
Posted by: josh_clue
« on: January 10, 2003, 11:59:13 PM »

:o oh... oh, i see. thanks for checking the mod out and for giving me advice on improving it! i'm still in the process of adding music right now (still trying to get the hang of it), but i will be sure to do exactly what you said!

wow...  :D imagine all the space i would save on my .tp2 file! cheers!  B)                    
Posted by: jcompton
« on: January 07, 2003, 12:03:30 AM »

Oh, Josh, I know you know this, but you've got some MONSTER buzzing on your recordings. This is usually caused by-

- Totally sucky onboard audio

- Wires crossing

To solve the latter, try to keep your microphone cord from laying atop/underneath any others, particularly the AC feed.

To solve the former, buy an el-cheapo soundcard and use it for recording only. Early range Soundblaster PCIs go for like $10 on eBay. For some reason, onboard sound often seems to have awful grounding on the microphone line. You'd think motherboard designers would figure this out...

You also definitely need a pop shield. Have you read Wynne's audio tutorial on FW? http://forums.forgottenwars.net/index.php?...ay;threadid=920                    



[!--EDIT|jcompton|Jan 7 2003, 02:22 AM--]
Posted by: jcompton
« on: January 06, 2003, 10:48:11 PM »

Josh, it's not a good idea to use actual numbers as your state labels when you're writing new dialogues. You can get yourself, and the compiler, confused that way.

Just adding an "a" to everything (a0, a1, etc.) will suffice.

Everything WORKS now, but keep it in mind for the future.
                   
Posted by: japheth
« on: January 06, 2003, 10:08:36 PM »

Hey josh.  Just downloaded your mod.

Here's a couple of things I would change.

Instead of issuing each file that you are just straight copying, stick em all in a directory and just copy the directory over.  Saves loads of typing. :)

So, instead of this:

COPY  ~azenMOD/AR01JC.are~   ~override/AR01JC.are~   // new area files, AR01JC
   ~azenMOD/AR01JC.mos~   ~override/AR01JC.mos~
   ~azenMOD/AR01JC.tis~   ~override/AR01JC.tis~
   ~azenMOD/AR01JC.wed~   ~override/AR01JC.wed~
   ~azenMOD/AR01JCHT.bmp~   ~override/AR01JCHT.bmp~
   ~azenMOD/AR01JCLM.bmp~   ~override/AR01JCLM.bmp~
   ~azenMOD/AR01JCSR.bmp~   ~override/AR01JCSR.bmp~
   ~azenMOD/AR02JC.are~   ~override/AR02JC.are~   // new area files, AR02JC
   ~azenMOD/AR02JC.bcs~   ~override/AR02JC.bcs~
   ~azenMOD/AR02JC.mos~   ~override/AR02JC.mos~
   ~azenMOD/AR02JC.tis~   ~override/AR02JC.tis~
   ~azenMOD/AR02JC.wed~   ~override/AR02JC.wed~
   ~azenMOD/AR02JCHT.bmp~   ~override/AR02JCHT.bmp~
   ~azenMOD/AR02JCLM.bmp~   ~override/AR02JCLM.bmp~
   ~azenMOD/AR02JCSR.bmp~   ~override/AR02JCSR.bmp~
   ~azenMOD/AR03JC.are~   ~override/AR03JC.are~   // new area files, AR03JC
   ~azenMOD/AR03JC.bcs~   ~override/AR03JC.bcs~
   ~azenMOD/AR03JC.mos~   ~override/AR03JC.mos~
   ~azenMOD/AR03JC.tis~   ~override/AR03JC.tis~
   ~azenMOD/AR03JC.wed~   ~override/AR03JC.wed~
   ~azenMOD/AR03JCHT.bmp~   ~override/AR03JCHT.bmp~
   ~azenMOD/AR03JCLM.bmp~   ~override/AR03JCLM.bmp~
   ~azenMOD/AR03JCSR.bmp~   ~override/AR03JCSR.bmp~
   ~azenMOD/ibootfox.bam~   ~override/ibootfox.bam~   // .bam for Boots of the Fox
   ~azenMOD/isw1aze.bam~   ~override/isw1aze.bam~   // .bam for Azurenkarath
   ~azenMOD/isw1var.bam~   ~override/isw1var.bam~   // .bam for Varscona
   ~azenMOD/sw1h06.itm~   ~override/sw1h06.itm~   // Varscona
   ~azenMOD/azenL.bmp~   ~override/azenL.bmp~   // large portrait
   ~azenMOD/azenS.bmp~   ~override/azenS.bmp~   // small portrait
   ~azenMOD/jc_aze00.wav~   ~override/jc_aze00.wav~   // azen sound files
   ~azenMOD/jc_aze01.wav~   ~override/jc_aze01.wav~   
   ~azenMOD/jc_aze02.wav~   ~override/jc_aze02.wav~   
   ~azenMOD/jc_aze03.wav~   ~override/jc_aze03.wav~   
   ~azenMOD/jc_aze04.wav~   ~override/jc_aze04.wav~   
   ~azenMOD/jc_aze05.wav~   ~override/jc_aze05.wav~
   ~azenMOD/jc_aze06.wav~   ~override/jc_aze06.wav~
   ~azenMOD/jc_aze07.wav~   ~override/jc_aze07.wav~   
   ~azenMOD/jc_aze08.wav~   ~override/jc_aze08.wav~
   ~azenMOD/jc_aze09.wav~   ~override/jc_aze09.wav~
   ~azenMOD/jc_sar01.wav~   ~override/jc_sar01.wav~   // sare sound files
   ~azenMOD/jc_sar05.wav~   ~override/jc_sar05.wav~
   ~azenMOD/jc_sar12.wav~   ~override/jc_sar12.wav~
   ~azenMOD/jc_sar14.wav~   ~override/jc_sar14.wav~
   ~azenMOD/jc_azen.bcs~   ~override/jc_azen.bcs~   // azen script
   ~azenMOD/jc_batt.bcs~   ~override/jc_batt.bcs~   // battle horror trap script
   ~azenMOD/shout20.bcs~   ~override/shout20.bcs~   // sare override script
   ~azenMOD/tele02jc.bcs~   ~override/tele02jc.bcs~   // AR0602 teleport script
   ~azenMOD/ceskel01.cre~   ~override/ceskel01.cre~   // crypt skeleton
   ~azenMOD/AR0602.are~   ~override/AR0602.are~   // overwriting these files
   ~azenMOD/AR2000.are~   ~override/AR2000.are~
   ~azenMOD/AR2013.are~   ~override/AR2013.are~
   ~azenMOD/kpchap01.sto~   ~override/kpchap01.sto~

Stick all the straight-copyable files in a directory (I used copy as my directory name here) and issue this COPY action:

COPY ~azenMOD/copy~ ~override~

Another thing is you don't need the USING underneath your compile statement since you're not using a tra file (which you should be doing, tsk, tsk). :)

And, since, in your readme you say that it requires ToB, you should have a REQUIRE_FILE ~data/25dialog.bif~ ~This mod requires ToB, blah blah.~ below your BEGIN action to ensure that they have ToB.  Unfortunately, not everyone reads readme's.

Other than that, it looks good. :)                    
Posted by: josh_clue
« on: December 29, 2002, 11:02:57 PM »

;)  hmmm... okay, i'm a bit confused (it's not you--- i'm really slow at this stuff), but i'll try it!

by the way, i got the mod out. you might wanna try it out and give me some suggestions on how to improve it (besides the music) and perhaps even point out the errors!

 :huh:

you can download these:
] azengaard tactical encounter mod v1.0 for BG2:ToB
] the vault item pack v2.0 for BG:TotSC

and here is the site (its crude, i know, but it's temporary)

Azengaard Temporary Home

thanks for the support you guys!  :)                    
Posted by: jcompton
« on: December 28, 2002, 12:27:41 PM »

Okay, it works like this.

First, you put a nonsense number in your .bcs anyplace you call PlaySong(). Like, PlaySong(12345).

Then in your .TP2, you do this:

ADD_MUSIC ~MYMUSIC~ ~kelsey/j#blank.mus~

The first value is the arbitrary name of a variable, the second is the .mus playlist associated with your new song. (You will also need to copy across the .acm at some point, but that can be done elsewhere.)

WeiDU will add an entry to songlist.2da, the next number up in sequence.

Then after that, when you copy over your .bcs, you do this:

COPY ~kelsey/J#Klsy.bcs~ ~override/J#Klsy.bcs~
  REPLACE_TEXTUALLY 12345 ~%MYMUSIC%~


The first value is what you plugged into PlaySong as a placeholder, and ~%MYMUSIC%~ tells WeiDU to use the number it assigned to playsong.2da above.

That's it.

                   
Posted by: josh_clue
« on: December 28, 2002, 07:12:59 AM »

:D hey there! i got michel of "the dangerzone" to host my mod! only problem is i don't have a place to upload my file to  :(  
would you people know of a site where i could TEMPORARILY upload my file til michel gets it?

also, the guest up there informed me that you, jcompton, were the man to ask regarding putting music into the areas (as an answer to question number 12). could you show me how it's done?    :blink:

thanks again!                    
Posted by: jcompton
« on: December 27, 2002, 09:47:32 PM »

Quote
14. um, would you happen to know a site that would HOST my mini-MOD? its kinda big (4.52MB). i'va already play tested it, though. i've also asked a couple of friends to try it on their PCs and it seems to work fine.  :rolleyes:
                    You could apply for hosting on this very Studios site. Go to the front page obsolete link removed and look for info.                   
Posted by: Guest
« on: December 27, 2002, 09:23:41 PM »

I'm glad you have everything working for you. ;)

As for your music question, WeiDU has an ADD_MUSIC action that you can use in your .tp2.  However, I've never used it before, so maybe this is a question for Ghreyfain or Compton since they had to add music for Kelsey.                    
Posted by: josh_clue
« on: December 27, 2002, 09:06:30 PM »

:D hey, mr japheth! it worked! i found a SHOUTDL2.BCS file in BG2 and put it on the "override script" like you said ands it worked! horay!

my mini-MOD is quite finished but...

14. um, would you happen to know a site that would HOST my mini-MOD? its kinda big (4.52MB). i'va already play tested it, though. i've also asked a couple of friends to try it on their PCs and it seems to work fine.  :rolleyes:

to ALL the people i've pestered in my attempt to make my mini-MOD, my sincerest thanks. i could not have done it without you guys! especially the people at this forum!?! i'll say it again... YOU ROCK!

by the way, anyone with the answer to question number 12?  :blink:                    
Posted by: josh_clue
« on: December 27, 2002, 06:34:54 PM »

okay, just a clarification... so its in a .BCS file and NOT in a .DLG file? :(

13. also, what if this NPC comes out on two different occassions and i want him to initiate the conversation on both occassions? what changes will i need to make on your script? ... will putting it in the "override script slot" achieve this for me?

thanks again, mr japheth! :D

hey, anyone out there with an answer to question 12?  :blink:                      
Posted by: japheth
« on: December 27, 2002, 11:15:14 AM »

Quote
11. is there any way to make my NPC INITIATE the conversation? i.e. the NPC would talk to the character upon seeing him/her (not requiring the player to click on the NPC to start dialogue) could you type out the syntax required to do so?

All you need to do is create a script like so:

IF
     Global("NPCInitiated","GLOBAL",0) // Doesn't have to be called this, it can be called anything else
     See(Player1) // I can see the PC
     Allegiance(Myself,NEUTRAL) // I'm not hostile
     !Dead(Myself) // I'm not dead
THEN
     RESPONSE #100
          SetGlobal("NPCInitiated","GLOBAL",1) // Setting the global to one to ensure that the dialogue initiation only happens once
          StartDialogueNoSet(Player1) // Starts a dialogue with Player1
END

After creating the script, just add that block to their existing script, or make it a script all it's own.  And then add it to the script slot that you think you want it in.  (The override script slot is usually a safe bet since it never changes unless you specifically change it outside of the game with NI or some other type of cre editor.)                    
Posted by: josh_clue
« on: December 27, 2002, 06:26:48 AM »

:) hey! i haven't checked in here for a long time! i'm almost done with the mini-MOD i've been working on. i just have a few more questions (oh no!).

11. is there any way to make my NPC INITIATE the conversation? i.e. the NPC would talk to the character upon seeing him/her (not requiring the player to click on the NPC to start dialogue) could you type out the syntax required to do so?

12. does anyone out there know how to add music to an area? i don't seem to understand how this stuff works.  :blink:

my actual priority is to get the answer for number 11
thanks again to all you guys! to weimer and the other guys: your .tp2 files are an excellent source of the basics in MOD making and distribution. YOU ROCK!!!

                   
Posted by: Tsuru
« on: December 01, 2002, 11:01:47 PM »

I can verify that all the above examples work for learning this. I was actually able to make a working tp2 without bugging one person after studying them for a bit :)