Author Topic: WEIGHTs and measures.  (Read 1264 times)

Offline Andyr

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WEIGHTs and measures.
« on: December 07, 2004, 10:24:11 AM »
I have a question about state WEIGHTs' incorporation into DLG files. I am interested in where a state with negative WEIGHT is put - does it go to the top and shove others down, or does it go at the bottom of the file and get noted with importance some other way? I ask as I know DLGs run top to bottom normally.

Why is this important? Consider this...

Suppose I have HELLO.DLG, with states 0, 1 and 2.

Mod A does an I_C_T into state 0.
Mod B adds a state with WEIGHT -1 into HELLO.DLG.

So, would install order matter? If B is installed before A, will the I_C_T end up in the wrong place?

If so, any ideas on contingencies to get around this? :)
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Offline jcompton

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Re: WEIGHTs and measures.
« Reply #1 on: December 07, 2004, 10:29:09 AM »
I have a question about state WEIGHTs' incorporation into DLG files. I am interested in where a state with negative WEIGHT is put - does it go to the top and shove others down, or does it go at the bottom of the file and get noted with importance some other way? I ask as I know DLGs run top to bottom normally.

Why is this important? Consider this...

Suppose I have HELLO.DLG, with states 0, 1 and 2.

Mod A does an I_C_T into state 0.
Mod B adds a state with WEIGHT -1 into HELLO.DLG.

So, would install order matter? If B is installed before A, will the I_C_T end up in the wrong place?

If so, any ideas on contingencies to get around this? :)

Right, this is a failure to understand the difference between state numbers and the state trigger list.

When you WEIGHT #-1 something, it sticks that state _trigger_ at the top of the _state trigger list_, thereby shoving down other _state triggers_. It does NOT make the associated state "state 0."

DLGs run from the top to the bottom of the _state trigger list_. The ordering of the states is actually secondary, and it only just-so-happens that by default all the DLG tools will place the states and the state triggers in the same order unless you tell them otherwise.

Short answer: no, the state numbers don't change, your I_C_T is safe.
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Offline Andyr

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Re: WEIGHTs and measures.
« Reply #2 on: December 07, 2004, 10:31:26 AM »
Thanks. I didn't know exactly how it worked. :)

* Andyr breathes a sigh of relief
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Offline jcompton

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Re: WEIGHTs and measures.
« Reply #3 on: December 07, 2004, 10:34:48 AM »
I attempt to explain this here:

http://forums.gibberlings3.net/index.php?showtopic=2332

... this is supposed to be in IESDP now or something but I couldn't find it.
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Offline igi

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Re: WEIGHTs and measures.
« Reply #4 on: December 07, 2004, 01:33:20 PM »
It would be in the IESDP, but I decided to update before I had time to incorporate it - 3 months with no update kinda made me a bit depressed :(
I've got it saved, and it will be in the next update, I promise. I'll even draw a pretty picture to illustratre, to make up for it missing this update.
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Offline Zyraen

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Re: WEIGHTs and measures.
« Reply #5 on: December 08, 2004, 07:38:02 AM »
Igi - you do the IEDSP ? Is there a segment on the Visual Effects etc? It would be nice to have a list of what all the VVGs stand for... those are the ones that do the effects like the wings on when you use the Tear of Bhaal, yes?
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Offline igi

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Re: WEIGHTs and measures.
« Reply #6 on: December 08, 2004, 04:11:10 PM »
Zyraen - yes, I maintain the IESDP.
There is no VVG filetype that I am aware of. There are VVC files, but they just control the position and length of BAM files. And so, it is likely BAM files you are referring to.
As for what each BAM looks like, there is an incomplete list contained the the .dat files (probably). A textual description of each BAM isnt really that helpful, it's easier to look through likely named files in a modding tool, or even find something that uses that animation, and then open the relevant file.
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