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Topic Summary

Posted by: Viktor
« on: March 09, 2011, 04:28:53 AM »

Suggestion, it is possible to classified the effects in alphabetic order like the old version ?
Posted by: the bigg
« on: February 22, 2011, 12:14:03 PM »

Compatibility with ToBEx:

Code: [Select]
--- resource/bcs/Decompiler.java.old    2011-02-18 13:00:46.561786492 +0100
+++ resource/bcs/Decompiler.java        2011-02-18 13:02:30.902307798 +0100
@@ -188,7 +188,9 @@
       if (token.equalsIgnoreCase("TR")) {
         String trigger = decompileTR(st);
         if (orcount > 0) {
-          orcount--;
+          if (trigger.substring(0,19).equalsIgnoreCase("NextTriggerObject(")) {
+               orcount--;
+       }
           code.append(indent);
         }
         else if (trigger.substring(0, 3).equalsIgnoreCase("OR("))
Posted by: devSin
« on: February 22, 2011, 12:06:47 PM »

Yeah, my fault. I changed the labels for some reason and neglected to change this.

I'm not sure about the ARE sound resource without looking at the source (don't have time nor desire to). There's a custom class for those; I made a change early on to fix where it was looking, but I didn't look too much into the overall behavior (vs. just listing all known WAV resources) beyond seeing that it was made to keep out all but the "active" compressed BIFF. I don't think it ever worked right--likely Jon never got to finish it--so it's probably worth checking to see if it should be rewritten or just dropped altogether (we don't too much try to pretend to be more clever than the user in other areas that I'm aware of, so if you do something wrong, we should let you and the game will crash and you'll know better next time).
Posted by: ScuD
« on: February 21, 2011, 11:01:24 PM »

2 more issues to report. Running Tools -> Find Mis-indexed Effects results in 2 exceptions in the console:
Code: [Select]
Could not find attribute Effects index in Item ability
Exception in thread "Thread-20" java.lang.NullPointerException
        at infinity.check.EffectsIndexChecker.search(Unknown Source)
        at infinity.check.EffectsIndexChecker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
and
Code: [Select]
Could not find attribute Effects index in Spell ability
Exception in thread "Thread-21" java.lang.NullPointerException
        at infinity.check.EffectsIndexChecker.search(Unknown Source)
        at infinity.check.EffectsIndexChecker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Posted by: ScuD
« on: February 14, 2011, 08:17:21 AM »

As I understand, uncompressed BIFF = file in the override folder. So it is in override, not in another BIFF, but not in the list.
Posted by: devSin
« on: February 13, 2011, 10:59:26 PM »

In ARE resources, NI tries to list only sounds from uncompressed BIFFs and the compressed BIFF containing the area's WED (since the game can only access one compressed BIFF at a time, and it's always going to be the one containing the area's tileset and WED).
Posted by: ScuD
« on: February 13, 2011, 08:53:17 PM »

Got a question here. NI reports some WAV files as missing, but they are in the game and can be clearly seen in the tree on the left. Can be played. But when checking area's ambient there's no such a file in the list below the Edit pane.
So how can it be so?
Posted by: Taimon
« on: December 19, 2010, 07:42:23 AM »

New merge, thanks devSin.
Posted by: devSin
« on: July 04, 2010, 11:12:03 PM »

Cool.

If anybody is wondering (like anybody cares), it's almost exclusively small improvements to Icewind Dale II editing.

Barring label changes, this is probably the end of the line, folks. It's been fun.
Posted by: Taimon
« on: July 04, 2010, 09:20:04 PM »

Did a new merge today and also pushed your branch that I keep locally dev - just in case I delete it accidentally. :)
Posted by: devSin
« on: February 17, 2010, 03:06:55 PM »

OK, I see now the were-silver vs. iron-were split and agree it was probably originally designed to support both when they were building the engine (even though it was never used that way and pretty much dropped after TotSC). It'll change back to Cold iron at some future point, thanks.
Posted by: devSin
« on: February 17, 2010, 03:00:00 PM »

Hmm, for 2E, I can see...
Quote
True lycanthropes share a vulnerability to silver weapons, possibly because of the metal's relationship with the moon, or the inherent qualities or powers of the metal itself. Extremely rare variants might have no such vulnerability, but instead may have developed a weakness for another precious metal (gold and copper being the most likely), or perhaps for bronze, obsidian, or even wood.

I had to hunt for the loup-garou specifically; it's from Ravenloft (yuck), but I believe at least one of the designers was familiar with the setting because of some of the other monsters and because the vampires in SoA progress according to the same age classifications (fledgling, mature, old, very old, ancient, eminent, patriarch) that I think were only ever detailed there...
Quote
Special Defenses (Mountain): Hit only by +1 or gold, regeneration

The problem I had with cold-forged iron is that there was no basis for it in any resource in any IE game ever released that I'm aware of (unless Kondar is a canon cold iron weapon?). In BG, it's used for Balduran's gold sword (and butter knife!) and is specifically called out that you need gold weapons to damage the toughest werewolfs, and in all the other IEs, it's completely meaningless (in BG2, it's clearly set 99% of the time merely to ensure it always bypasses any "Immunity to weapons: Gold" effect). Regardless of the label, however, you should be free to use it as you wish (I don't think there's anything associated with that flag, other than being able to block it with certain values to the Immunity to weapons effect).
Posted by: aVENGER
« on: February 17, 2010, 02:20:36 PM »

I'm not sure (I know gold is -3 to hit lycanthropes somewhere in 2E, but I think gold susceptibility is a made-up thing for TotSC for some reason?).

Hmm, could be.

IIRC, the entire Cold Iron/Silver vulnerability thing is merely implied in-game. The Monstrous Manual does describe it in more detail though:

Quote
Lycanthropes are humans who can transform themselves to resemble normal animals or monsters. The term ``lycanthrope'' is actually a misnomer, coming from the roots lycos (wolf), and anthropos (man). A more correct term is ``therianthrope,'' from therios (animal) and anthropos. However, since werewolves are the most common therianthropes, the term lycanthrope has gained much more popularity, and more common usage.

To further confuse the issue, there are creatures like the wolfwere and jackalwere, animals which can assume human form. These creatures (``antherions'' for lack of a better term) pass on their condition genetically (that is, by having offspring), not by biting and infecting other creatures. Other differences between the two classes of creature include their vulnerabilities: antherions can be struck by cold iron, lycanthropes by silver. Antherions hate lycanthropes, and always attack their counterparts (wolfweres attack werewolves, etc.). Likewise, most lycanthropes feel enmity for antherions, and attack on sight as well.
Posted by: devSin
« on: February 17, 2010, 01:51:37 PM »

Well, aside from the fact that both DLTCEP and IESDP label this flag as "Cold Iron", I think BG1:TotSC actually used "Protection from Non-Cold Iron weapons" on a Greater Wolfware which is how it's supposed to work per PnP rules. ;)
Except they're all gold weapons, required against the loup-garou.

FWIW, I don't think gold is a valid weapon crafting material in (A)D&D.
I'm not sure (I know gold is -3 to hit lycanthropes somewhere in 2E, but I think gold susceptibility is a made-up thing for TotSC for some reason?).
Posted by: aVENGER
« on: February 17, 2010, 01:46:10 PM »

If you can reasonably argue otherwise, it's easy to change back, sure (I can only go with how these flags are used in vanilla when making labels since we don't have the constant names for any of the flags).

Well, aside from the fact that both DLTCEP and IESDP label this flag as "Cold Iron", I think BG1:TotSC actually used "Protection from Non-Cold Iron weapons" on a Greater Wolfware which is how it's supposed to work per PnP rules. ;)

FWIW, I don't think gold is a valid weapon crafting material in (A)D&D.