Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Echon
« on: January 15, 2009, 01:07:23 PM »

I am sure you will find another opportunity to complain.
Posted by: the bigg
« on: January 15, 2009, 01:01:33 PM »

Bah, I had researched this myself and then wrote thirty lines of insults for the oversight, and you forced me to delete them because you were quicker in replying.
Posted by: Echon
« on: January 15, 2009, 12:57:27 PM »

Posted by: the bigg
« on: January 15, 2009, 12:46:00 PM »

Bah, I'm getting constant CTDs when entering AR0300 (NE section of BG City). Viewing the area in both IE and NI works fine. What's the checklist for diagnosing these problems?

EDIT: Marek.cre appears to be the culprit - spawning him causes the CTD also in other areas. The crash happens even if the game is paused.
Posted by: devSin
« on: January 14, 2009, 07:13:39 PM »

Yeah, time is stored as expiry time (game time + effect duration), although the delay modes work a bit differently.

I don't think there's any comprehensive knowledge of the mode changes (although it should always be a certain value depending on the original mode), but not preserving the dispel/resist flags in TotSC is probably just a bug or oversight.
Posted by: Echon
« on: January 14, 2009, 03:40:16 PM »

That seems like a reasonable explanation.
Posted by: the bigg
« on: January 14, 2009, 03:29:39 PM »

Duration becomes extremely high (60 turned to 70000+ in a test I just did), yet things seem to mostly work as intended (the effect with duration 60 expired when it should)
Perhaps these are stored in timer format in save games?
Posted by: Echon
« on: January 14, 2009, 03:26:46 PM »

I am going to try to figure out why the engine does this and under which circumstances. Generally I do not understand how effects are modified when stored on a character in a savegame. Timing mode and dispel/resist are set to seemingly random values and the duration becomes extremely high (60 turned to 70000+ in a test I just did), yet things seem to mostly work as intended (the effect with duration 60 expired when it should). Spells and effects will be altered, though, as you suggest, if a solution is not found.
Posted by: the bigg
« on: January 14, 2009, 03:06:06 PM »

Contagion sucks in the same way as Dying and Feeblemind (I.E. isn't dispellable if you save and reload)  :(

Can you turn Contagion and Feeblemind to last 8 hours to make sure that there's a workaround for dispelling them? Not sure how you can do the same thing w/ Dying though.
Posted by: Echon
« on: January 14, 2009, 12:05:03 PM »

There are a number of (red circled) creatures not attacking on sight, but rather only when approached and/or attacked (E.G. wolves). Is it intentional?

No. I believe it is a problem related to their randomwalking. Investigation to follow.

Quote
Also, Hamadryad (the dryad in Cloackwood 4) stays there (blue circled) without any dialogue; isn't she supposed to say some threats and attack the party?

Hamadryads are good creatures and do not attack on sight, so I made her non-hostile. At some point I am probably also going to make her provide clues or assistance.

Quote
Finally, perhaps it's just my idea of balance, but there's something wrong if it's easier to out-luck 2 Basilisks than 2 Giant Spiders.

Poison is the biggest current issue. It sucks. It will be made less sucky or perhaps even balanced.
Posted by: the bigg
« on: January 14, 2009, 11:00:35 AM »

There are a number of (red circled) creatures not attacking on sight, but rather only when approached and/or attacked (E.G. wolves). Is it intentional?

Also, Hamadryad (the dryad in Cloackwood 4) stays there (blue circled) without any dialogue; isn't she supposed to say some threats and attack the party?

Finally, perhaps it's just my idea of balance, but there's something wrong if it's easier to out-luck 2 Basilisks than 2 Giant Spiders.
Posted by: the bigg
« on: January 11, 2009, 11:53:49 AM »

I would if I could. Remove Opcode is the effect that BG:TotSC needs the most. There is only Prevent Opcode.
Heh. Move your @$$ with the Tutu/BGT port already!  :P
(I thought there was a generic 'remove opcode' effect, rather than a specific 'cure feeblemindness').
Posted by: Echon
« on: January 11, 2009, 10:35:25 AM »

I would if I could. Remove Opcode is the effect that BG:TotSC needs the most. There is only Prevent Opcode.
Posted by: the bigg
« on: January 11, 2009, 07:36:43 AM »

Only Color Spray.
Yeah, meant that one (prismatic spray is the W7 one, right?)

Quote
Good guess. That is exactly what happens. Dispel/resistance is set to 0 and Timing Mode to 6. Do you have any idea why?
No idea, it must be the engine selectively turning that effect not-dispellable. Just add a 'remove opcode: Death' and 'remove portrait icon: dying' to Dispel Magic, I guess  ;)
Posted by: Echon
« on: January 11, 2009, 07:27:20 AM »

In which case, they still happily ignore Jaheira and Khalid waving their weapons at them.

I meant having them switch to sword and attacking however is close.

Quote
Command, Prismatic Spray (or however that W1 spell is called), etc.

Only Color Spray.

Quote
Perhaps the 'dispellable' bit is sometimes cleared when saving and reloading?

Good guess. That is exactly what happens. Dispel/resistance is set to 0 and Timing Mode to 6. Do you have any idea why?