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Topic Summary

Posted by: Salk
« on: November 27, 2008, 09:18:54 AM »

It would be enough to have Nythrun back but she's also disappeared...
Posted by: temujin
« on: November 25, 2008, 11:02:54 PM »

Well, three long months have passed and I can't help but wonder what is in the way to version 17.

Most of the .tp2 job seems to be done already by Nythrun, right?

What's stopping a release?

You'll have to excuse Icelus.  He's currently preoccupied with an extremely important politics thread over at G3 arguing with a bunch of republicans over some guy that he thinks will turn America into a Shangri-la.

So I say give him a few more weeks and wait for the thread to die down a bit as he's American, and Americans usually have a habit of getting a little too excited after the elections.

Please put yourself in Ice's shoes.  There are far, far more important topics to discuss like communism, socialism, religion, catholic priest sex scandals, population of the United States, its founding fathers, etc than bugfixing some roleplaying game mod.  Unfinished Business is secondary.  These important matters *must* be discussed for the greater good!

Please try to be a little more considerate, Salk.  :nono:  :nono:  ;)









Or in the meantime you can do what I did and download the latest version, replace some of the components with Nythrun's fixes and hope nothing screws up.  Ignorance is bliss, baby!   8)
Posted by: Salk
« on: July 19, 2008, 06:13:00 AM »

Well, three long months have passed and I can't help but wonder what is in the way to version 17.

Most of the .tp2 job seems to be done already by Nythrun, right?

What's stopping a release?

If it's just a matter of testing, I am sure there would be many volunteers ready.  :pirate

Posted by: Nythrun
« on: April 12, 2008, 06:30:44 PM »

I'd forgotten that Fixpack is removing the non-existent Olive Slime references in Ust Natha - added something to put them back in :)

BG2 TWIXPACK: FIRST WE CRUSH YOUR MODS. THEN WE TAKE YOUR DREAMS.
Posted by: Nythrun
« on: April 08, 2008, 04:32:58 PM »

I'd worked off of the v14 that I had lying around - though I did punch in the stuff you'd included in the beta v16s.

Given the lack of bug reports about Elhan, I'd not worry too much (and dumping an unstealable amulet of power on him is the laziest solution ever ;) )

"Letting CamDawg deal with it in the Fixpack" tends to produce favorable outcomes :)

Bohdi patch was the old
Code: [Select]
COPY_EXISTING ~vvbodhi.cre~ ~override/vvbodhi.cre~
WRITE_ASCII   ~0x40c~       ~MINHP20~
which breaks her .cre when installed after two other mods that I can think of.

Sorry, I've been kind of unreliable lately :(
Posted by: icelus
« on: April 02, 2008, 07:50:38 PM »

Which version of the .tp2 did you use, just out of curiosity?

Elhan can't die or have his weapons stolen; the net in game effect of swapping Shazzelim is a potential to stall if he gets silenced by a Rakshasa and can't initiate one of his dialogues, so you'll probably want to give him something else to cover for that.
I'll look into that.  If it becomes a huge ordeal, I'll just remove that component.

Quote from: Nythrun
For Restored Minor Dialogues, was there some fracas with the Planar Sphere halflings?
Once upon a time I believe there was, but I think I fixed it a few versions back.

Quote from: Nythrun
Writing to absolute offsets in areas is not so great.
Yeah, I know, but back in the day WHILE loops and stuff were fairly new and I've never been able to wrap my head around them.

Quote from: Nythrun
The Glaicus match should be stricter so it doesn't has stuff when some (non-Fixpack) has already ActionOverride() his dispel.
I think it's time to remove Glaicas altogether from UB.  Same with Gorf.

Quote from: Nythrun
Do you want to give Eldarin a copy of Arbane without taking away Suna Seni's? Wolfskin Bag should probably be unsellable (selling stores is bad). Adding Wraithfom is going to push a third level spell off of the selection menu for sorcerers (this level is already full) - not sure what you want done about that, if anything. Boots of the West need to be copied to misc8j.itm rather than just misc8j or your patches are wasted.
About Eldarin/Suna Seni/Arbane--I honestly can't remember.  The other night I looked back over the change logs, and for whatever reason I shifted the sword around several times.  I think it was a "don't let a character give you an item that they don't already have in their inventory" type thing or something.  Good idea about Wolfskin Bag and the Boots.  Wraithform is an issue that will need to be looked into, definitely.

Quote from: Nythrun
There's only one town crier, so it looks odd seeing the same character in every city.
Ah.  That's probably why they genericked it up, then.  Good call.

Quote from: Nythrun
Old Bohdi patch is very dangerous.  [...] Is there a reason not to use the olive slime animation?
Bodhi patch?  Do you mean the chase component?  As for the slimes--um, well, I think that was added post-icelus, so I don't know the details behind it.  If your edits have restored an animation, then kudos.  :D

Quote from: Nythrun
By the way, this is posted more in the spirit of "take anything that looks appealing and adapt it" than it is "do everything my way"
I will take any help I can get.  :)

Quote from: Nythrun
You may also want to use FILE_EXISTS_IN_GAME sarev25.bcs rather than FILE_EXISTS ~override/sarev25.bcs~ as people do have an unfortunate habit of needlessly biffing files.
Will do.  :)
Posted by: icelus
« on: April 02, 2008, 07:11:09 PM »

Thank you immensely, Nythrun!  I'll try to comment on some of your edits soon, but overall... holycrapthanks!
Posted by: cmorgan
« on: April 02, 2008, 06:46:14 PM »

Cool - so

#18 is safe, unless someone creates a dv of C-MyPersonalNPClongDV  (in which case they should be locked up)

#32 is the full field but does no real harm

and both can be avoided by using a terminating null via

WRITE_ASCII_TERMINATE

and the undocumented but easily-picked-up-from-reading-other-folks-code-and-devsin's-posts

WRITE_ASCIIT

We might want to toss the WRITE_ASCIIT and WRITE_ASCIIE in the main ReadMe - or not; I don't know how many folks using those won't have already bugged the experts/read the posts/figured it out. Even I can figure out and copy/use    WRITE_ASCIIE 0x280 ~%DEST_RES%~ #32 // death variable


Sorry. Nothing for you, Icelus - I am still digesting these suggestions for my own info. Returning you to your regularly scheduld bughunt...
Posted by: Nythrun
« on: April 02, 2008, 05:00:41 PM »

The script name field is 32 bytes long - but in order for SPRITE_IS_DEAD to not truncate the script name, it needs to be no more than 18 characters. There aren't any files in Baldur's Gate where that's a problem, so if there ever ends up being a difference, it's because a modder goofed somewhere.

What you don't want to do is WRITE_ASCII offset ~abc~ on top of a ~1234~ field and end up with ~abc4~, so it's always safer to wipe more than less - my disuse of WRITE_ASCIIT is purely cosmetic and has nothing to do with the engine's ability to stop reading at a null.
Posted by: devSin
« on: April 02, 2008, 04:16:49 PM »

Unless your script name is 18 characters or longer (i.e., not 17 or less), it doesn't actually matter. But there's nothing wrong with #32.

Unless you have mongo script names, however, WRITE_ASCIIT is all kinds of hot.
Posted by: cmorgan
« on: April 02, 2008, 04:00:18 PM »

Awww heck:

#18 for DVs, or #32? Do we not need to clear the whole space?

    WRITE_ASCII 0x280 ~x#belgin~ #32 //DV

(I think it is both DV and SPRITE_IS_DEAD, but for whatever reason, one of the first Big Moddarz suggestions was to use #8 for scripts etc. and #32 for death variables.)
Posted by: Nythrun
« on: April 02, 2008, 12:48:10 PM »

You may also want to use FILE_EXISTS_IN_GAME sarev25.bcs rather than FILE_EXISTS ~override/sarev25.bcs~ as people do have an unfortunate habit of needlessly biffing files.
Posted by: Nythrun
« on: April 02, 2008, 11:54:02 AM »

By the way, this is posted more in the spirit of "take anything that looks appealing and adapt it" than it is "do everything my way"  ;)
Posted by: Nythrun
« on: April 02, 2008, 11:14:40 AM »

Code: [Select]
////////////////////////////////
////////////////////////////////
// Restored Crooked Crane Inn //
////////////////////////////////
////////////////////////////////

BEGIN @28
DESIGNATED 6

COMPILE ~ub/crane/u!ccrane.d~
USING   ~ub/tra/%s/ubdialog.tra~

/* Corrected Crooked Crane, Level One */
COPY_EXISTING ar0021.are override
  READ_ASCII 0x94 area_script
  PATCH_IF NOT FILE_EXISTS_IN_GAME ~%area_script%.bcs~ BEGIN
    SPRINT area_script ar0021
    WRITE_ASCII 0x94 ar0021 #8
  END
BUT_ONLY

EXTEND_BOTTOM ~%area_script%.bcs~ ~ub/crane/AR0021.baf~

/* Crooked Crane, Level Two */
EXTEND_BOTTOM ar0022.bcs ~ub/crane/u!0022.baf~



If that doesn't make Baronius happy....
Posted by: Nythrun
« on: April 02, 2008, 11:12:33 AM »

Code: [Select]
///////////////////////////
///////////////////////////
// Gorf the Squisher Fix //
///////////////////////////
///////////////////////////

/* AUTHOR ~Gebhard Blucher, g_blucher@yahoo.com~ */

BEGIN @71
DESIGNATED 11
FORBID_COMPONENT setup-bg2fixpack.tp2 0 ~~

COMPILE ~ub/gorf/gorf.baf~



Skip if Fixpack.