Author Topic: Updates  (Read 156220 times)

Offline Galactygon

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Re: Updates
« Reply #125 on: July 13, 2011, 03:03:06 AM »
How many years was since you've began FotD? I'm still a fan of your work.

-Galactygon

Offline aVENGER

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Re: Updates
« Reply #126 on: July 13, 2011, 02:19:07 PM »
Of course, I also need to make it install on Tutu.

Awesome, looking forward to trying this.

Offline Echon

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Re: Updates
« Reply #127 on: July 15, 2011, 11:04:56 AM »
How many years was since you've began FotD? I'm still a fan of your work.

I started in 2003 and released the first version in 2005. Nothing really happened until 2008 where I began working on this update.

Awesome, looking forward to trying this.

Yeah, so am I. :)

Offline Echon

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Re: Updates
« Reply #128 on: July 25, 2011, 07:11:21 AM »
I played the game until the Bandit Camp and uncovered a number of new bugs that originate from the WeiDu conversion. Three spells crashed the game, several did not progress as intended, a number of creatures were allied by default, stores had items all messed up, creatures and areas were still having non-racial armours, there were incorrect or missing string references in all sorts of places, and so on. I also thought I had introduced a new game crashing bug which was impossible to reproduce until it turned out to be an issue with my sound card drivers. But now I am going to work on making it install on Tutu and BGT which will probably reveal many new issues. EFF v1 vs v2 and BG2 weapon proficiencies come to mind. I also have to remove the new FotD spells which are already in BG2 but that should not really be a problem.

Offline Graoumf

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Re: Updates
« Reply #129 on: February 27, 2012, 06:04:11 AM »
If you don't see the light of the tunnel, maybe someone could help you.
There isn't many great mods for BG and that would a pity FotD doesn't have the rank it benefits.

Offline Echon

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Re: Updates
« Reply #130 on: February 27, 2012, 06:56:03 AM »
I took an unannounced break there but it is a matter of me having been busy with other things since then. This update has not been abandoned and I will soon have lots of time to complete the last 0.01%. :)

Offline Echon

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Re: Updates
« Reply #131 on: March 18, 2012, 08:24:16 AM »
Soon has become now. I have had a look at my TXTs and TP2s again (which is always a bit overwhelming) and I am ready to do things in WeiDU I only partly understand.

Offline Graoumf

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Re: Updates
« Reply #132 on: March 18, 2012, 11:31:47 AM »
 :)

Offline Al

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Re: Updates
« Reply #133 on: March 28, 2012, 05:29:13 AM »

Offline Echon

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Re: Updates
« Reply #134 on: March 29, 2012, 04:04:47 PM »
The ITM portion of the FotD code now installs on both Tutu and BGT. Most 2DA and IDS have also been taken care of.

mm75

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Re: Updates
« Reply #135 on: August 11, 2012, 02:46:34 PM »
Wondering if there is at the end a BGT version of this nice mod. It would be nice as it has been told to add to Bg1 part of the game, where mods (and quality of mod) lack ... :)

tx,
mm75

Offline Echon

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Re: Updates
« Reply #136 on: August 11, 2012, 04:43:31 PM »
Yes, eventually. I have been more busy since the last update than anticipated. Still, progress has been made. I am working on spells now. Innate abilities and priest spells are done.

mm75

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Re: Updates
« Reply #137 on: August 11, 2012, 05:06:15 PM »
Yes, eventually. I have been more busy since the last update than anticipated. Still, progress has been made. I am working on spells now. Innate abilities and priest spells are done.

Tx for the update, i look forward to see it in a BGT environment :)

Keep it up ;)

mm75

Offline Salk

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Re: Updates
« Reply #138 on: November 17, 2012, 12:46:14 AM »
I am also very eager to see this mod run on BGT.

Thanks for your work, Echon!

Offline Echon

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Re: Updates
« Reply #139 on: April 07, 2013, 01:18:09 PM »
It it once again time to bring you up to speed on the state of this mod. Since I finished making FotD a complete WeiDU mod I have been working on making it compatible with Tutu and BGT. In addition to accounting for the differences between these two mods, I also need to keep an eye on the changes from BG to BG2. Spells turned out to have all sorts of minor, mostly cosmetic, updates and were quite time consuming. I have just finished with the creature and NPC portion of the code and confirmed that it installs correctly. Only areas and a few leftovers remain now, and when they are done I will probably make an open beta release to test the new version properly.

Offline Salk

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Re: Updates
« Reply #140 on: April 07, 2013, 11:34:43 PM »
Great news!

Thanks for the update!

Offline Echon

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Re: Updates
« Reply #141 on: July 02, 2013, 03:17:14 PM »
I just finished with the area portion of the mod and confirmed that it installs correctly on both Tutu and BGT. This is a last huge part of FotD and now only stores, scripts and dialogues remain.

Offline Graoumf

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Re: Updates
« Reply #142 on: July 06, 2013, 06:26:15 PM »
Keep it up!

Offline Echon

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Re: Updates
« Reply #143 on: July 07, 2013, 07:34:14 AM »
I certainly will.

Offline Echon

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Re: Updates
« Reply #144 on: July 10, 2013, 10:03:54 AM »
Stores turned out to be fairly easy because they have just been completed. As for filetypes, only scripts and dialogues remain now. There are also various minor things on the to-do list but I would say I am getting close to a beta release.

Offline Echon

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Re: Updates
« Reply #145 on: July 30, 2013, 01:33:56 PM »
Scripts have been completed. There was a little more work to do than anticipated.

Also, I really, really, *really* wish Tutu did not use its own underscored version of so many files. :(

Offline Salk

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Re: Updates
« Reply #146 on: August 07, 2013, 11:23:51 AM »
Is the underscore hard to find in a danish keyboard?  ;D

Offline Echon

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Re: Updates
« Reply #147 on: August 07, 2013, 02:13:06 PM »
Is the underscore hard to find in a danish keyboard?  ;D

:)

This difference between Tutu and BGT adds a significant amount of work to keeping the mod compatible with the two of them.

Oh, I also finished updating the dialogue patch code recently. Next up is the worldmap.

Offline Miloch

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Re: Updates
« Reply #148 on: August 19, 2013, 10:00:14 PM »
This difference between Tutu and BGT adds a significant amount of work to keeping the mod compatible with the two of them.
True, but I hope you are using stuff like the Tutu-BGT conversion library from mods like BG1 NPC and BG1 Miniquests which should save you some time as far as that. Still have to do variable substitution of course but it's easier.

Offline Kaeloree

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Re: Updates
« Reply #149 on: August 19, 2013, 10:52:52 PM »
It also makes BGEE conversion much simpler!

 

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