Pocket Plane Group

BG2 Completed Mods => Quest Pack => Topic started by: SimDing0™ on September 13, 2005, 11:27:37 AM

Title: Quest Pack v2.21 Released!
Post by: SimDing0™ on September 13, 2005, 11:27:37 AM
Quest Pack v2.21 is now available. The new release fixes all known bugs, refines and expands on existing quests, and adds two new components: Boss Improvements and Reward Negotiation.

Quest Pack brings you...

As of this release, the mod contains a total of SIXTEEN components. Future updates should be frequent from now on, so please report issues or give feedback on this forum.

For the download and more information, visit: http://www.pocketplane.net/quest/

The full changelog for v2.21 is as follows:
- Boss: Should really fix all install issues now. Thanks, the_bigg.
- Galoomp: Worked around a minor Keto bug which was preventing Kram from spawning correctly in some circumstances.

The full changelog for v2.2 is as follows:
- Boss: Should now install over Item Upgrade. I suggest everyone bugs Weimer to fix the corrupt item it ships with. :)
- Coronet: Should now install over Keto. APPEND_EARLY is god.
- Harpers: Fixed an incorrect dialogue link that would prevent Meronia from giving you the bird at all.
- Harpers: Xzar's colours are now adjusted to match BG1.
- Oasis: Changed an awkward repetition of "divine".
- Thieves: Removed infinite XP exploit with Brega.
- Thieves: Fixed a case in which the player constantly had lines including "however" available to say to Rayic. This looked silly.
- Fixed some omissions from the credits.

The full changelog for v2.1 is as follows:
- AI: Paladins should now attempt to turn undead when appropriate.
- AI: Added improved illusionary images from D0Tweak.
- Coronet: Implemented a timer to limit the rate at which money can be borrowed.
- Coronet: Celile will now explain why the Shadow Thieves haven't dealt with him if you ask.
- Dryads: Fixed issue with Firkraag's lair being unavailable under some circumstances.
- Galoomp: Kram will now actually take the ring when he says he is.
- Galoomp: Resolved a minor response typo.
- Harpers: Checks on Jaheira's romance now function correctly.
- Harpers: Player must now propose betraying Xzar, rather than Harpers suggesting it.
- Oasis: Tethyrian archers now carry a limited number of Arrows +3.
- Potion: Jadarath will no longer erroneously refer to your dead companions.
- Potion: The response regarding the Sea Troll will now always show correctly.
- Potion: Now possible to question Sidhe about Jadarath after giving her money.
- Potion: Resolved issue which would cause Jadarath not to return to the sewers when he claimed to be.
- Potion: Expanded dialogue with Umar Hills inkeep to include hint at Sidhe's current whereabouts.
- Miscellaneous: Battle Horrors are now restored.
- Miscellaneous: Implemented fate for Sime.
- Miscellaneous: Fixed a minor bug in Madulf's scripting.
- Sanik: Minor typo resolved.
- Thieves: Arkanis Gath no longer appears when you side with Bodhi.
- Thieves: You may now tell Rayic that Edwin is already dead.
- Thieves: Fixed a Rayic/Edwin journal entry that would remain for the entire game.
- Updated readme with more detailed descriptions of how to experience new content.
- Updated Italian translation.
- Significantly adjusted a large number of XP rewards for better balancing. IO2 negotiation is the only one to have gone up-- let me know what you think.
- Added Reward Negotiation and Boss Improvements components. Talk to me about Boss Improvements difficulty!
- Added a number of new NPC interjections, particularly for Kelsey and Keto.
- All components should now successfully install on SoA-only games.
Title: Re: Quest Pack v2.1 Released!
Post by: icelus on September 13, 2005, 07:59:44 PM
A point release, Sim?  Tsk.
Title: Re: Quest Pack v2.1 Released!
Post by: ryba on September 14, 2005, 07:35:04 AM
come on man i've just started a new game with quest pack2 yesterday :) do i really have to start a new game ? :( i've just met yoshimo
second question is do i have to unistall all components of version 2 and install 2.1 after it?
thanks for answer
Title: Re: Quest Pack v2.1 Released!
Post by: the bigg on September 14, 2005, 07:58:47 AM
Usually there shouldn't be major problems; Moreover, the program will uninstall QP2 and reinstall QP2.1 on his own  :)
Title: Re: Quest Pack v2.1 Released!
Post by: SimDing0™ on September 14, 2005, 04:11:41 PM
Yeh, you probably don't need a new game if you're just updating from v2 to v2.1. It applies more if you're installing from scratch or updating from v1.
Title: Re: Quest Pack v2.1 Released!
Post by: flem on September 18, 2005, 04:16:54 AM
Uh, what the heck happened?

Quote
[./override/SURLY.DLG] loaded, 2658 bytes
[SURLY.DLG] loaded
[./override/FWKETOJ.DLG] loaded, 227038 bytes
[FWKETOJ.DLG] loaded
[./override/VICONIJ.DLG] loaded, 46853 bytes
[VICONIJ.DLG] loaded
[./override/J#KLSYJ.DLG] loaded, 120704 bytes
[J#KLSYJ.DLG] loaded
[BRUS2.DLG] loaded
[./override/KORGANJ.DLG] loaded, 44148 bytes
[KORGANJ.DLG] loaded
[./override/MINSCJ.DLG] loaded, 88305 bytes
[MINSCJ.DLG] loaded
[./override/SETHLE.DLG] loaded, 1365 bytes
[SETHLE.DLG] loaded
[./override/NALIAJ.DLG] loaded, 68502 bytes
[NALIAJ.DLG] loaded
[./override/JAHEIRAJ.DLG] loaded, 93104 bytes
[JAHEIRAJ.DLG] loaded
[./override/CERNDJ.DLG] loaded, 25599 bytes
[CERNDJ.DLG] loaded
[./override/MAZZYJ.DLG] loaded, 33035 bytes
[MAZZYJ.DLG] loaded
[./override/HENDAK.DLG] loaded, 11437 bytes
[HENDAK.DLG] loaded
[./override/LEHTIN.DLG] loaded, 6414 bytes
[LEHTIN.DLG] loaded
ERROR: Cannot resolve internal symbolic label [PO_10a] for DLG [VICONIJ]
Known labels: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298
ERROR: Cannot process COPY_TRANS
ERROR: processing COPY_TRANS [questpack/coronet/ketodialog.d]: Failure("cannot resolve label")
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Intrigue In The Copper Coronet], rolling back to previous state
[questpack/backup/6/UNSETSTR.6] SET_STRING uninstall info not found
WARNING: [questpack/backup/6/UNINSTALL.6] is a 0 byte file
[questpack/backup/6/UNINSTALL.6] loaded, 0 bytes
Will uninstall   0 files for [SETUP-D0QUESTPACK.TP2] component 6.
Uninstalled      0 files for [SETUP-D0QUESTPACK.TP2] component 6.
SETUP-ASCENSION.TP2  0  0 Installed
IMOEN.TP2  0  0 Installed
SETUP-DUNGEONBEGONE.TP2  0  0 Installed
SETUP-SAPP.TP2  0  0 Installed
SETUP-SAPP.TP2  0  1 Installed
SETUP-SAPP.TP2  0  2 Installed
SETUP-SAPP.TP2  0  3 Installed
SETUP-SAPP.TP2  0  4 Installed
SETUP-SAPP.TP2  0  6 Installed
SETUP-SAPP.TP2  0  7 Installed
SETUP-ASCENSION.TP2  0  1 Installed
SETUP-ASCENSION.TP2  0  2 Installed
SETUP-ASCENSION.TP2  0  3 Installed
SETUP-ASCENSION.TP2  0  4 Installed
SETUP-ASCENSION.TP2  0  5 Installed
SETUP-TASHIA.TP2  0  0 Installed
KELSEY.TP2  0  0 Installed
KELSEY.TP2  0  3 Installed
SETUP-KELSEYTOB.TP2  0  0 Installed
SETUP-KELSEYTOB.TP2  0  2 Installed
SETUP-KETO.TP2  0  0 Installed
SETUP-KETO.TP2  0  1 Installed
SETUP-UB.TP2  0  0 Installed
SETUP-UB.TP2  0  1 Installed
SETUP-UB.TP2  0  2 Installed
SETUP-UB.TP2  0  3 Installed
SETUP-UB.TP2  0  4 Installed
SETUP-UB.TP2  0  5 Installed
SETUP-UB.TP2  0  6 Installed
SETUP-UB.TP2  0  7 Installed
SETUP-UB.TP2  0  8 Installed
SETUP-UB.TP2  0  9 Installed
SETUP-UB.TP2  0 10 Installed
SETUP-UB.TP2  0 11 Installed
SETUP-UB.TP2  0 12 Installed
SETUP-UB.TP2  0 15 Installed
SETUP-UB.TP2  0 16 Installed
SETUP-UB.TP2  0 17 Installed
SETUP-UB.TP2  0 18 Installed
SETUP-UB.TP2  0 20 Installed
SETUP-UB.TP2  0 21 Installed
SETUP-UB.TP2  0 24 Installed
SETUP-SAERILETH.TP2  0  0 Installed
SETUP-D0QUESTPACK.TP2  0  0 Installed ~General AI Improvements~
SETUP-D0QUESTPACK.TP2  0  1 Installed ~Boss Improvements~
SETUP-D0QUESTPACK.TP2  0  2 Installed ~Miscellaneous Enhancements~
SETUP-D0QUESTPACK.TP2  0  3 Installed ~Additional Shadow Thieves Content~
SETUP-D0QUESTPACK.TP2  0  4 Installed ~Alternative Harper/Xzar Plot~
SETUP-D0QUESTPACK.TP2  0  5 Installed ~Extended Reynald Sequence~
ERROR: Failure("cannot resolve label")
PLEASE email the file SETUP-D0QUESTPACK.DEBUG to SimDing0@hotmail.com
Title: Re: Quest Pack v2.1 Released!
Post by: VoodooDali on September 18, 2005, 09:29:39 AM
I have exactly the same Copper Coronet installation as above.
Title: Re: Quest Pack v2.1 Released!
Post by: SimDing0™ on September 18, 2005, 07:02:55 PM
Okay, sorry about that. I've uploaded v2.2 would should fix the issue. Grab it on the usual page (http://www.pocketplane.net/quest/). :)
Title: Re: Quest Pack v2.2 Released!
Post by: flem on September 18, 2005, 07:38:43 PM
Thanks for the quick fix!
Title: Re: Quest Pack v2.2 Released!
Post by: flem on September 19, 2005, 01:23:27 AM
However, Kram no longer seems to be appearing at the Bridge entrance.  Also, the area is no longer auto-revealed as the rest of Athkatla is.
Title: Re: Quest Pack v2.2 Released!
Post by: ronin on September 19, 2005, 03:53:30 AM
the Boss part still wont install

Appending to files ...
Copying and patching 2944 files ...
ERROR: illegal 2-byte read from offset 466 of 466-byte file DEITM049.ITM
ERROR: [DEITM049.ITM] -> [override/DEITM049.ITM] Patching Failed (COPY) (Failure
("DEITM049.ITM: read out of bounds"))
Stopping installation because of error.

ERROR Installing [Boss Improvements], rolling back to previous state
Will uninstall   9 files for [SETUP-D0QUESTPACK.TP2] component 1.
Uninstalled      9 files for [SETUP-D0QUESTPACK.TP2] component 1.
ERROR: Failure("DEITM049.ITM: read out of bounds")
PLEASE email the file SETUP-D0QUESTPACK.DEBUG to SimDing0@hotmail.com



i totally uninstalled the old 2.1 quest pack stuff and then deleted the directory and files before installing the new one.

ronin
Title: Re: Quest Pack v2.2 Released!
Post by: flem on September 19, 2005, 03:58:08 AM
However, Kram no longer seems to be appearing at the Bridge entrance.  Also, the area is no longer auto-revealed as the rest of Athkatla is.
Hm, wait, this is probably the new mod (Beyond the Law) that I'm trying.

Went back to the north end and Kram appears.  Guess it has to do with the fog-out check before he's created?
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 05:46:44 AM
the Boss part still wont install

Appending to files ...
Copying and patching 2944 files ...
ERROR: illegal 2-byte read from offset 466 of 466-byte file DEITM049.ITM
ERROR: [DEITM049.ITM] -> [override/DEITM049.ITM] Patching Failed (COPY) (Failure
("DEITM049.ITM: read out of bounds"))
Stopping installation because of error.

ERROR Installing [Boss Improvements], rolling back to previous state
Will uninstall 9 files for [SETUP-D0QUESTPACK.TP2] component 1.
Uninstalled 9 files for [SETUP-D0QUESTPACK.TP2] component 1.
ERROR: Failure("DEITM049.ITM: read out of bounds")
PLEASE email the file SETUP-D0QUESTPACK.DEBUG to SimDing0@hotmail.com



i totally uninstalled the old 2.1 quest pack stuff and then deleted the directory and files before installing the new one.

ronin
That item is from FR_ROV.

Ding0: to avoid further problems, I'd modify the C_E_R on items as follows:

Code: [Select]
COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~
 PATCH_IF (SOURCE_SIZE > 0x71)
     /* AND (NOT (("%SOURCE_RES%" STRING_COMPARE_CASE "C2BLUN02") = 0)) */ THEN BEGIN // protects against invalid files
   READ_LONG   0x64 "abil_off"
   READ_SHORT  0x68 "abil_num"
   READ_LONG   0x6a "fx_off"
   READ_SHORT  0x70 "fx_num"
   SET "delta" = 0
   FOR (index3 = 0; index3 < fx_num; index3 = index3 + 1) BEGIN // looks through global effects
     READ_SHORT  ("%fx_off%" +        ("%index3%" * 0x30)) "opcode" ELSE 0
     PATCH_IF ("%opcode%" = 216) BEGIN // level drain
       READ_ASCII ("%fx_off%" +        ("%index3%" * 0x30)) "clone" (0x30)
       SET "fx_num" = "%fx_num%"  + 1
       SET "index3" = "%index3%"  + 1
       INSERT_BYTES            ("%fx_off%" +        (("%index3%") * 0x30)) 0x30 // new effect
         WRITE_EVALUATED_ASCII ("%fx_off%" +        (("%index3%") * 0x30)) "%clone%" #48
         WRITE_SHORT           ("%fx_off%" +        (("%index3%") * 0x30)) 233 // modify prof opcode
         WRITE_BYTE            ("%fx_off%" + 0x03 + (("%index3%") * 0x30)) 4   // power
         WRITE_LONG            ("%fx_off%" + 0x04 + (("%index3%") * 0x30)) 1   // value
         WRITE_LONG            ("%fx_off%" + 0x08 + (("%index3%") * 0x30)) 134 // script state/prof
       SET "delta" = ("%delta%" + 1)
     END
   END
   WRITE_SHORT  0x70 "%fx_num%"
   FOR (index = 0; index < abil_num; index = index + 1) BEGIN // loop through abilities
     READ_SHORT  ("%abil_off%" + 0x1e + ("%index%" * 0x38)) "abil_fx_num" ELSE 0
     READ_SHORT  ("%abil_off%" + 0x20 + ("%index%" * 0x38)) "abil_fx_idx" ELSE 0
     SET "abil_fx_idx" = ("%abil_fx_idx%" + "%delta%")
     WRITE_SHORT  ("%abil_off%" + 0x20 + ("%index%" * 0x38)) "%abil_fx_idx%"
     FOR (index2 = 0; index2 < abil_fx_num; index2 = index2 + 1) BEGIN // looks for effects for abilities
       READ_SHORT  ("%fx_off%" +        (("%abil_fx_idx%" + "%index2%") * 0x30)) "opcode" ELSE 0
       PATCH_IF ("%opcode%" = 216) BEGIN // level drain
         READ_ASCII ("%fx_off%" +        (("%abil_fx_idx%" + "%index2%") * 0x30)) "clone" (0x30)
         SET "abil_fx_num" = "%abil_fx_num%"  + 1
         SET "index2" = "%index2%"  + 1
         INSERT_BYTES            ("%fx_off%" +        (("%abil_fx_idx%" + "%index2%") * 0x30)) 0x30 // new effect
           WRITE_EVALUATED_ASCII ("%fx_off%" +        (("%abil_fx_idx%" + "%index2%") * 0x30)) "%clone%" #48
           WRITE_SHORT           ("%fx_off%" +        (("%abil_fx_idx%" + "%index2%") * 0x30)) 233 // modify prof opcode
           WRITE_BYTE            ("%fx_off%" + 0x03 + (("%abil_fx_idx%" + "%index2%") * 0x30)) 4   // power
           WRITE_LONG            ("%fx_off%" + 0x04 + (("%abil_fx_idx%" + "%index2%") * 0x30)) 1   // value
           WRITE_LONG            ("%fx_off%" + 0x08 + (("%abil_fx_idx%" + "%index2%") * 0x30)) 134 // script state/prof
         SET "delta" = ("%delta%" + 1)
       END
     END
     WRITE_SHORT  ("%abil_off%" + 0x1e + ("%index%" * 0x38)) "%abil_fx_num%"
   END
 END
 BUT_ONLY_IF_IT_CHANGES

Basically, I've removed the explicit check to avoid c2blun01 and I've added a bunch of ELSE 0 to stop the routine if there is a read out of bounds.
Title: Re: Quest Pack v2.2 Released!
Post by: ronin on September 19, 2005, 05:58:12 AM
hey, thanks "The bigg".

i edited my tp2 file and overwrote that section with the code you posted and it installed without a hitch

u da man

ronin
Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 09:14:06 AM
I've added a bunch of ELSE 0 to stop the routine if there is a read out of bounds.
You can do that? Oh, uh. Right, cool. I'll pass the message on to Cam too, since he did the Detectable Spells code. Thanks. Again. :)

Went back to the north end and Kram appears.  Guess it has to do with the fog-out check before he's created?
Yeh. I spoke to Zyraen and he doesn't think BTL could cause it though. Chances are it IS a mod accidentally cutting off the script that reveals the fog of war-- Keto had this issue at one point, but I'm not sure if it's been fixed. You can try using the console to SetGlobal("Reveal0500","AR0500",1) which should allow Kram to spawn. In the meantime, I'll try to track down the culprit and get them to fix the problem. Could you post your weidu.log so I can see a list of mods that might be causing it?
Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 09:27:39 AM
Undercover reconnaisance reveals that Keto does indeed cause this issue. It should be fixed either by re-entering the area a second time, or by setting the variable mentioned above. I'll also hack up a quick fix for a new version, since I have to fix the install issue anyway.
Title: Re: Quest Pack v2.2 Released!
Post by: Zyraen on September 19, 2005, 09:53:19 AM
Moral of the Story : Don't be too quick to point fingers at even the Beta Mods ;)
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 09:54:15 AM
I've added a bunch of ELSE 0 to stop the routine if there is a read out of bounds.
You can do that? Oh, uh. Right, cool. I'll pass the message on to Cam too, since he did the Detectable Spells code. Thanks. Again. :)
Yeah - appeared in WeiDU v173, dating back to 25 January 2005  :)
Title: Re: Quest Pack v2.2 Released!
Post by: Bursk on September 19, 2005, 01:52:44 PM
I'm assuming that Detectable Spells v1.9 works fine with all other mods (just want to be on the safe side)?
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 02:02:24 PM
All but one build of DS is incompatible with BP, and the other is incompatible with Kelsey, Oversight & Ascension (and will be with RtW in the far future), since they use different states.
Ding0 will fill in which case is it going to be  :)
Title: Re: Quest Pack v2.2 Released!
Post by: Bursk on September 19, 2005, 02:13:09 PM
All but one build of DS is incompatible with BP, and the other is incompatible with Kelsey, Oversight & Ascension (and will be with RtW in the far future), since they use different states.
Ding0 will fill in which case is it going to be  :)

Sounds nasty.  Is Detectable Spells v1.2.4 incompatible with most mods (sorry, I don't really understand what it is you mean)?
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 02:29:20 PM
I don't know which builds are compatible and which are not - that's why I don't directly include a build in my mods.

Anyway, the only problem you'll be faced with is that some battles will be easier, nothing game breaking.
Title: Re: Quest Pack v2.2 Released!
Post by: Bursk on September 19, 2005, 02:36:53 PM
Oh, is that really all the incompatibility is?  That some battles will be easier?  Goodness, Mr Bigg, I can certainly live with that!

Thanks again for your help.
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 02:42:34 PM
Yeah - easy as in 'I won't ever cast spell X' or 'I will cast spell X only if the character won't be affected' or similar stuff.

Somebody might even report that as a bug, or as a scripting suggestion, so you should keep that in mind  :)
Title: Re: Quest Pack v2.2 Released!
Post by: Bursk on September 19, 2005, 02:55:33 PM
Will do!

See you on the Refinements board (at some point, no doubt)!
Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 04:50:09 PM
There are about a million variants of Detectable Spells floating around (much the same as the "fixed" kit.ids files). We're (well, Cam and Cirerrek are) trying to standardise it with a new "official" build, which is what Quest Pack currently uses. I think Oversight may use the new one too, and if not, I imagine Kish will switch in the future. Kelsey's Detectable Spells is largely gratuitous and there's really no great worry about compatibility there.
Incidentally, there were reports coming in from Horred and Avenger that the old versions of DS had some fairly nasty bugs, which is why the new one is incompatible-- it works slightly differently. I never confirmed the issues. And yes, as mentioned, "incompatible" means "the AI gets slightly easier".

All but one build of DS is incompatible with BP, and the other is incompatible with Kelsey, Oversight & Ascension (and will be with RtW in the far future), since they use different states.
Have you updated RTW's Detectable Spells? I know how much you like a good patching system. :)
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 05:23:05 PM
There are about a million variants of Detectable Spells floating around (much the same as the "fixed" kit.ids files). We're (well, Cam and Cirerrek are) trying to standardise it with a new "official" build, which is what Quest Pack currently uses. I think Oversight may use the new one too, and if not, I imagine Kish will switch in the future. Kelsey's Detectable Spells is largely gratuitous and there's really no great worry about compatibility there.
Not entirely true: if Kelsey gets installed after QuestPack, Oversight and so on, you'll get his files, relevant to the 'old' build. The same goes for Ascension.

Quote
All but one build of DS is incompatible with BP, and the other is incompatible with Kelsey, Oversight & Ascension (and will be with RtW in the far future), since they use different states.
Have you updated RTW's Detectable Spells? I know how much you like a good patching system. :)
Well, for now there are other issues (like finishing up the mod), however before getting to the release I'll have to take a month off to make all files patchrific  ::); for Detectable spells I'm especially waiting, since you never know when is there going to be another build, and Xyx prefers to distribute BCS rather than BAF files (originally not to have MPrilla read the commented source), hence updating scripts is going to be a bit boring.
As an example, the .d files are largely using EXTEND_BOTTOM/APPENDI synthax instead of CHAIN or INTERJECT for NPC interjecting in the dialogue flow, the crew really needs some winds of modernity  ;D
Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 05:26:03 PM
Well, Quest Pack should definitely be installed after Kelsey (or his interjects won't work), and ideally after Ascension too, since I don't trust its coding. And here's hoping that Oversight has the newer version. In any case, I maintain that "don't worry about it" is the best resolution to the issue for now.

Quote
As an example, the .d files are largely using EXTEND_BOTTOM/APPENDI synthax instead of CHAIN or INTERJECT for NPC interjecting in the dialogue flow, the crew really needs some winds of modernity  ;D
Out of interest, are you guys still inputting TRAs manually? :)
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 05:36:09 PM
Quote
As an example, the .d files are largely using EXTEND_BOTTOM/APPENDI synthax instead of CHAIN or INTERJECT for NPC interjecting in the dialogue flow, the crew really needs some winds of modernity ;D
Out of interest, are you guys still inputting TRAs manually? :)
I don't know - Quitch does the writing, and Littiz the .d coding  :)
However, we have a tool which would create a TRA out of a RTF file containing the dialogue and coding instructions.
The TRA directory is 775 Kb if we don't count setup.tra, while the D directory is over 2 Mb (PS-T level pathing doesn't help, of course).
(as a comparison, Kelsey TOB has 330 Kb in TRA and 147 Kb in D; even the 'old' Kelsey SoA is 330 Kb in D and 303 Kb in TRA)
Title: Re: Quest Pack v2.2 Released!
Post by: Littiz on September 19, 2005, 06:43:03 PM
Quote
As an example, the .d files are largely using EXTEND_BOTTOM/APPENDI synthax instead of CHAIN or INTERJECT for NPC interjecting in the dialogue flow, the crew really needs some winds of modernity

Bah!
You don't know what you're talking about.

In Quitch's dialogues, checks are everywhere.
I tried mixing some CHAIN commands and so (in the last dialogue you blew up :P): the gain is almost NULL, while readability and chances of bugs raise up to +infinity.

RtW's .d coding requires time for the checks and the pathing, anything else is insignificant in comparison.
Better to go down the fully tested way.
An example?
The Garren dialogue I'm fixing right now.

In an occasion, the player gets a chance to ask a dozen of questions or more, I don't remember.
Each question itself can have a very complicated check-construction and complex branching.
The answer, provided you get one, redirects directly to the list of possible questions, rather than to an handy middle state (!).
Also, you can't never ask the same question twice, you are limited in the TOTAL amount of information you can get (you can't ask all of the important questions, but you can always ask for a different set), and, as if it weren't enough, you might even be under the influence of a "timer".

This hell of a questions section required something on the line of 5000 lines of code (meaning: of intricated and interwoven checks).
And you talk about CHAIN?  >:(
(:P)





Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 06:55:08 PM
Quote
The answer, provided you get one, redirects directly to the list of possible questions, rather than to an handy middle state (!).
I think this is an excellent example of a situation in which some basic adjustments to dialogue design can massively improve coding efficiency. You're obviously aware that simply adding in a middle state to give time for variables to take effect would hugely simplify the scenario you mention-- the question is, does it really kill the writing that much to have an intermediate "so what's your next question?" state? This is also, incidentally, one of the reasons I've always found it easier to code directly into D rather than writing everything out first: it makes for easier adaptation if something turns out inconvenient to code. (It also means I regularly get lost in my own dialogues, but let's not talk about that.)
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 07:00:06 PM
Littiz:
Yeah, I'm fully aware of that (I've downloaded and peeked at the dialogue which I made go kaboom, among other things)  :)
However, nevermind the fact that you'd be saving at most 200 lines over several thousands, once we release ( :'( ) everybody and their mother is going to cry out loud for the use of APPENDI over APPEND, the non-usage of CHAIN/INTERJECT synthax, and the generations of future modders who are going to learn from our coding style.

AND, you never made a joke about my unnecessary tp2 fetish, right?  :-*

Ding0:
The problem is that, with the current timetables, it would be quicker for Littiz to code all the more complex dialogue rather than getting Quitch to coordinate and revise it.
Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 07:04:32 PM
Then I genuinely admire Littiz's patience. :)
Title: Re: Quest Pack v2.2 Released!
Post by: the bigg on September 19, 2005, 07:17:01 PM
Then I genuinely admire Littiz's patience. :)
Given that he has cooperated with me without killing me (and I have just deleted a week ago all his work on RtW since april  ::) ) I cannot but agree.
Title: Re: Quest Pack v2.2 Released!
Post by: SimDing0™ on September 19, 2005, 07:34:46 PM
Amidst all this, I've uploaded v2.21 which should really really really fix the installation issue (and also solves the Keto bug). If there's something hugely wrong with this one, I'm going to mod Quake 3.
Title: Re: Quest Pack v2.21 Released!
Post by: Caedwyr on September 19, 2005, 11:45:00 PM
I'm still looking forward to the Unreal Tournament: TC that was promise a while back by certain group of individuals.  Any word on how that is progressing?
Title: Re: Quest Pack v2.21 Released!
Post by: flem on September 20, 2005, 02:33:36 AM
For some reason I now can't get 2.2 to uninstall itself...  (Says it's too old/new.)

Huh.  Maybe time for a big wipe/fresh install.
Title: Re: Quest Pack v2.2 Released!
Post by: Bursk on September 20, 2005, 11:17:05 AM
Amidst all this, I've uploaded v2.21 which should really really really fix the installation issue (and also solves the Keto bug). If there's something hugely wrong with this one, I'm going to mod Quake 3.

Sim, before you lose all hope and start modding Quake 3, please try to do that 'BG1 SUMMONING SPELLS' component we talked about for D0Tweak!  ;D

Hehe.
Title: Re: Quest Pack v2.21 Released!
Post by: SimDing0™ on September 20, 2005, 11:19:14 AM
I spoke to Ghrey and he said something about putting it in AoE.
Title: Re: Quest Pack v2.21 Released!
Post by: Bursk on September 20, 2005, 11:21:46 AM
Oooh, good stuff.  :)
Title: Re: Quest Pack v2.21 Released!
Post by: Bursk on September 20, 2005, 07:26:23 PM
Kish has confirmed that Oversight does use the new version of Detectable Spells.
Title: Re: Quest Pack v2.21 Released!
Post by: Quitch on September 23, 2005, 11:19:03 AM
This "official" DS, is it going to branch off as a seperate project?  It really should.  If mods keep including DS that's just a road to things breaking.  Far better that it be a mod which you always install last.
Title: Re: Quest Pack v2.21 Released!
Post by: the bigg on September 23, 2005, 11:23:36 AM
This "official" DS, is it going to branch off as a seperate project? It really should. If mods keep including DS that's just a road to things breaking. Far better that it be a mod which you always install last.
Not last, first. You want the entries in stats.ids.
However, IIRC the new Fixpack (in secretive progress at G3) should contain exactly that as part of the 'modder friendly' component (and if it does not already, please add this  :) ).
Title: Re: Quest Pack v2.21 Released!
Post by: SimDing0™ on September 23, 2005, 11:27:20 AM
Yes, the "modder friendly" component of the Fixpack should contain it. I'd rather it be a compulsory part of the core install, personally.
Title: Re: Quest Pack v2.21 Released!
Post by: the man with the plan on October 26, 2005, 11:34:45 AM
I don't know if this is Quest Pack territory, but since you have altered some 'bosses'...

Is it possible to stop all the dragons from ever using haste? The effects ingame don't concern me, its the fact that they look so damn stupid hasted, spoiling the awesomeness factor of dragon fights. Any winged creature flapping its wings that fast would take off.
Title: Re: Quest Pack v2.21 Released!
Post by: SimDing0™ on October 26, 2005, 12:13:55 PM
I was planning to do something about dragons at some point, and yeh, I'll make sure they don't use things that look stupid like Haste or Mirror Image.
Title: Re: Quest Pack v2.21 Released!
Post by: MoonElf on November 05, 2005, 07:59:19 AM
I like the way they look when hasted.