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Topic Summary

Posted by: icelus
« on: May 02, 2006, 01:34:30 PM »

I recommend something impolite.

I can certainly handle that.

But, yeah, I see what you mean.  If someone wants to make a BGT version, then they can send it to me and I'll upload it.  Beyond that, though, I won't offer support or updates to it (someone else will have to do that).
Posted by: SimDing0™
« on: May 02, 2006, 10:43:02 AM »

I'm saying an altered version of your mod should not be available in some random unrelated place. If someone can submit some easy changes to make it work with BGT that won't get in the way, then that's fine, but if they want a whole separate package to host elsewhere then I recommend something impolite.
Posted by: Salk
« on: May 02, 2006, 02:07:01 AM »

Well, Ghreyfain has allowed Ascension64 to convert and mantain Sirine's Call and Indira and it seems to me this is not causing any fuss nor confusion... ;)

Posted by: devSin
« on: May 01, 2006, 08:06:01 PM »

I think he's saying that you should let them submit the packages to you, but you're ultimately responsible for making them work? You know you want to!
Posted by: icelus
« on: May 01, 2006, 07:28:50 PM »

Are you saying that I should let them submit the packages to me, but they're ultimately responsible for keeping them up-to-date?
Posted by: SimDing0™
« on: May 01, 2006, 06:41:44 PM »

Please do not do this. Let them submit code to you if you must, but I hate having two versions of mods floating round. It's your call, but my policy on my mods will always be "people can submit whatever changes they want, but ultimately I maintain them".

Alternatively, BGT players can use DSotSC.
Posted by: icelus
« on: April 30, 2006, 05:41:17 PM »

Ice,

any chance that the TuTu version will work with BGT-WeiDu ?

No, not without some extra work.  Since I do not use BGT-WeiDU, and likely never will, I'm not inclined to do much work for a BGT version of the mod.  It will be hard enough to keep up with two versions.  If someone wants to make a BGT version, then they will be welcome to do so, but will have to take on the responsibility of managing the BGT support, as well.
Posted by: Salk
« on: April 29, 2006, 01:57:37 PM »

No, I'm just going to do two separate packages--one for BG1 and one for Tutu.

Ice,

any chance that the TuTu version will work with BGT-WeiDu ?
Posted by: icelus
« on: April 20, 2006, 10:50:33 AM »

Cool, that will hopefully cut down on some work.  I think there may be only a couple of new NPCs that have less-than-ordinary soundsets.
Posted by: Macready
« on: April 20, 2006, 09:40:28 AM »

Hello -

I will gladly take anything I can get at this point.  :)

OK.

Code: [Select]
/* Read strrefs from existing creature */
COPY_EXISTING ~_ghoul.cre~ ~override/macdummy.cre~

  /* Read creature soundset array in one chunk */
  READ_ASCII 0x00A4 "creatureSoundset" (400)

  INNER_ACTION BEGIN
    /* Copy in new version, update strrefs */
    COPY ~icelusCRE~ ~override~

      /* Write creature soundset array in one chunk */
      WRITE_EVALUATED_ASCII 0x00A4 "%creatureSoundset%" #400
  END

  BUT_ONLY_IF_IT_CHANGES

The CRE listed on the first line (_ghoul.cre here) is the "model" CRE.  You change this CRE name to whatever existing Tutu CRE is to be your soundset model.  The ~icelusCRE~ in the INNER_ACTION block is your new CRE.  You'll want to stick two SAY lines in the INNER_ACTION block in order to set NAME1 and NAME2 for your CRE.  The BUT_ONLY_IF_IT_CHANGES bit at the end will prevent the model CRE from being copied to macdummy.cre (nothing changed, we just read the soundset).

That's it -- when ~icelusCRE~ is installed, it will sound like a ghoul.
Posted by: icelus
« on: April 20, 2006, 09:15:34 AM »

I will gladly take anything I can get at this point.  :)
Posted by: Macready
« on: April 20, 2006, 08:32:03 AM »

Hello -

If you can pick a "model" CRE for each CRE you will be adding, it is really easy to WeiDU-ize a routine where you open the existing model, read its soundset, and graft it onto the new CRE you are adding.  I have code for exactly this sort of thing already written, if you want it.
Posted by: icelus
« on: April 16, 2006, 07:07:40 PM »

Why not just SAY all the sounds to known Tutu strings? Most of the creatures look generic, so I'm sure the sounds will have been converted, even if the cre defs weren't...

Cuz I lazied out.  :(
Posted by: devSin
« on: April 16, 2006, 06:59:09 PM »

Why not just SAY all the sounds to known Tutu strings? Most of the creatures look generic, so I'm sure the sounds will have been converted, even if the cre defs weren't...

But, yeah, I can't think of any simple way to work around it. Hopefully a Tutu buff has better ideas.
Posted by: icelus
« on: April 16, 2006, 06:51:34 PM »

No, I'm just going to do two separate packages--one for BG1 and one for Tutu.