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EET v13.4 released


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Could anyone please compile lua 5.3.0 for osx and upload it here? Here is a link to source: https://www.lua.org/download.html

 

Try this: lua-5.3.3-osx-bin.zip

thanks. Based on the size I assume that dll is compiled inside the 'lua' file, right?

yeah, this is the case.

 

Anyway (not to be too much of a downer, but:) I'm not sure it will be testable anyway since EET is still not working on OS X...

LUA code is platform independent, so it doesn't really need to be tested if it works on windows. I'm aware about OS X issue mentioned in the other topic - I will get to that problem soon and send you test code.

Edited by K4thos
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Between learning the ins and outs of Near Infinity, figuring out which mods to use and which not, and various things, I must have played Candlekeep to Nashkell about 6 times in the last several weeks. I'm beginning to feel a bit like Bill Murray in Groundhog's Day.

 

"Yes, Imoen, I feel fine select 2, select 3, bury Gorion, get the Diamond, beat the bandit caravan leader, get the Rings of Prot and Wizardry, Yes a Flamedance ring for rep, Now beregost, spider body, yes Silke sucks but you're weak Garrick, Sneaky boots from a lame hobgob, another ring of prot, Portalbenderwinden still lets me say the best bit of dialogue in any game I've ever seen and I must see it every time, FINALLY! Nashkell and Ankheg armor and Noober is still annoying, I'll look for a greenstone ring, Samantha tell your boyfriend to stop attacking me.

 

oh wait, I found some garbled text. You mean I really can't do that with Near Infinity between installs? But I only changed that one little thing!

 

<sigh> Ok let's reinstall and try this again ... phlydia's missing a book, cat clawed me don't worry, dreppin's cow has the sniffles, hull needs a sword ... "

 

I never understood the reason for Dungeon-Be-Gone until now :D

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Between learning the ins and outs of Near Infinity, figuring out which mods to use and which not, and various things, I must have played Candlekeep to Nashkell about 6 times in the last several weeks. I'm beginning to feel a bit like Bill Murray in Groundhog's Day.

 

"Yes, Imoen, I feel fine select 2, select 3, bury Gorion, get the Diamond, beat the bandit caravan leader, get the Rings of Prot and Wizardry, Yes a Flamedance ring for rep, Now beregost, spider body, yes Silke sucks but you're weak Garrick, Sneaky boots from a lame hobgob, another ring of prot, Portalbenderwinden still lets me say the best bit of dialogue in any game I've ever seen and I must see it every time, FINALLY! Nashkell and Ankheg armor and Noober is still annoying, I'll look for a greenstone ring, Samantha tell your boyfriend to stop attacking me.

 

oh wait, I found some garbled text. You mean I really can't do that with Near Infinity between installs? But I only changed that one little thing!

 

<sigh> Ok let's reinstall and try this again ... phlydia's missing a book, cat clawed me don't worry, dreppin's cow has the sniffles, hull needs a sword ... "

 

I never understood the reason for Dungeon-Be-Gone until now :D

EET allows you start the game with any campaign you want - you need not start in Candlekeep but can go right into SoD or SoA or whatever. Just *select campaign* from start screen and either start with new party or import your old.

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Hrmm ... Where's my Baldur.ini? The file in Documents\Baldur's Gate EET only has one line -- it looks like some SQL code to create a table.

 

There's no Baldur.ini in either the EET game directory, or the BG:EE or BG2:EE directories.

 

I've got a cleric/ranger who wants his druid spells ;)

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Hrmm ... Where's my Baldur.ini? The file in Documents\Baldur's Gate EET only has one line -- it looks like some SQL code to create a table.

 

There's no Baldur.ini in either the EET game directory, or the BG:EE or BG2:EE directories.

 

I've got a cleric/ranger who wants his druid spells ;)

This is not used anymore in the EE generation. Some game configuration entries are in a file Baldur.lua (you can open and edit with a text editor > best wordpad). The file is in your user/documents/Baldur's Gate - Enhanced Edition Trilogy (may be slightly different on your computer).

 

PS - I have no idea what you will do there about your cleric/ranger (I would not have known wjat you do about it in Baldur.ini either).

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Hrmm ... Where's my Baldur.ini? The file in Documents\Baldur's Gate EET only has one line -- it looks like some SQL code to create a table.

 

There's no Baldur.ini in either the EET game directory, or the BG:EE or BG2:EE directories.

 

I've got a cleric/ranger who wants his druid spells ;)

This is not used anymore in the EE generation. Some game configuration entries are in a file Baldur.lua (you can open and edit with a text editor > best wordpad). The file is in your user/documents/Baldur's Gate - Enhanced Edition Trilogy (may be slightly different on your computer).

 

PS - I have no idea what you will do there about your cleric/ranger (I would not have known wjat you do about it in Baldur.ini either).

 

Ah thanks, didn't think to check out that file. Found what I was looking for.

 

There's a line "Cleric Ranger Spells". Setting it to 0 instead of 1 restores pre-EE functionality for multi/dualed cleric/rangers. There was a "bug"(feature!) that allowed a cleric/ranger to get access to the full druid spell list as a cleric, once the ranger gets high enough level to grant access to the druid's spell list. Ironskins, Insect Plague, Elemental Summoning, etc. It was "fixed" in EE, but the bug/feature was popular enough that Beamdog was kind enough to leave the option to undo the fix, if one is so inclined.

 

It's cheese, but it's yummy cheese :D

Now just to get Minsc to level 9 ;)

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Version 1.0 Release Candidate 8

link

All known EET issues should be fixed now (let us know if something is missing)
- Updated readme to highlight Big World Setup and Big World Fixpack support
- Fixed potential NPC death during SoD -> BG2 transition
- Fixed engine differences related to MakeUnselectable action (BG:EE Romance fights, Dorn not attacking)
- Removed workaround for dealing with NPC death in Black Pits 1 - no longer needed (again related to MakeUnselectable)
- Fixed (hopefully) "out of memory" errors when mod is installed in BWS (via external pure LUA code BAF/D patching)
- Drastically reduced installation time with mods installed on BG:EE (thanks to above mentioned external regexp patching)
- Fixed EET_modConverter SG, G, GGT, GLT chapter patching
- Fixed OSX support (via workaround for MAKE_BIFF chitin.key patching)
- Added partial linux support (requires setting up case insensitive partitions for now) http://forums.pocketplane.net/index.php/topic,29259.msg337801.html?PHPSESSID=3914f7c53c94fecb1371a79e2ae65d59#msg337801
- Tutorial title text in main menu (by Corvias)
- Support for Sharteel NPC mod for SoD

Known issues that are engine bugs, unrelated to EET - need to be fixed by Beamdog, hopefully in the next patch:
- item importation to BG2 doesn't work for items inside bags of holding (move them out before finishing SoD)
- fog in SoD can look quite buggy
- pathfinding in EE patch 2.x is a lot worse compared to patch 1.3
- inventory lag

- area graphic problem for TIS v1 format (affects areas added by mods that don't use PVRZ format)
- other issues already reported on Beamdog's redmine

Edited by K4thos
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For the pathfinding issues, I have only observed them for characters using haste or boots of speed. A temporary work around can be to not use them, I don't know how it works if everyone is under haste or boots of speed.

Not sure if it's the same as referenced, but I've definitely noticed pathfinding issues, without boots of speed or haste. My characters have a tendency to walk directly to an enemy, and not be able to walk around their comrades in order to get in melee range. It honestly reminds me of how pathfinding was back in the days of vanilla BG1, before BG2 arrived and introduced improved pathfinding and the ability of friendly characters to quickly "shift" out of the way.

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For the pathfinding issues, I have only observed them for characters using haste or boots of speed. A temporary work around can be to not use them, I don't know how it works if everyone is under haste or boots of speed.

 

 

 

For the pathfinding issues, I have only observed them for characters using haste or boots of speed. A temporary work around can be to not use them, I don't know how it works if everyone is under haste or boots of speed.

Not sure if it's the same as referenced, but I've definitely noticed pathfinding issues, without boots of speed or haste. My characters have a tendency to walk directly to an enemy, and not be able to walk around their comrades in order to get in melee range. It honestly reminds me of how pathfinding was back in the days of vanilla BG1, before BG2 arrived and introduced improved pathfinding and the ability of friendly characters to quickly "shift" out of the way.

 

I never use boots of speed and still have the issue. I can confirm lightbringer's observations. When you move the party across longer distances, you can (almost) be sure that at least one of them gets stuck at some often invisible object and cannot get around it. The fast-out-of-the-way functions works well when you first use select-all-party button whenever you enter a new area (cumbersome but you quickly get used to it and afterwards you can still move them individually).

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I've been able to consistently solve those issues(exactly the ones you're describing) by removing speed bonuses. Do you play classes with bonuses to speed by any chance?

 

Whenever I have boots of speed, i'll get stuck for sure over long distances. When nobody has speed enhancing equipment or abilities, everything works fine.

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I've been able to consistently solve those issues(exactly the ones you're describing) by removing speed bonuses. Do you play classes with bonuses to speed by any chance?

 

Whenever I have boots of speed, i'll get stuck for sure over long distances. When nobody has speed enhancing equipment or abilities, everything works fine.

It happens with or without speed bonusses/boots of speed - however the speed things add to the problem (example is Afaaq the Djinni companion - he has extra speed AND is a companion, not a regular NPC. Not to be misunderstood, it is NOT an issue of that mod, but the general issue discussed here.).

Another thing that adds to the problem are animal companions or familiars

 

I found the issue in any install I have on EE and with any party combination - it is a nuisance but not a major problem (personal opinion, of course).

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I've been able to consistently solve those issues(exactly the ones you're describing) by removing speed bonuses. Do you play classes with bonuses to speed by any chance?

 

Whenever I have boots of speed, i'll get stuck for sure over long distances. When nobody has speed enhancing equipment or abilities, everything works fine.

It happens with or without speed bonusses/boots of speed - however the speed things add to the problem (example is Afaaq the Djinni companion - he has extra speed AND is a companion, not a regular NPC. Not to be misunderstood, it is NOT an issue of that mod, but the general issue discussed here.).

Another thing that adds to the problem are animal companions or familiars

 

I found the issue in any install I have on EE and with any party combination - it is a nuisance but not a major problem (personal opinion, of course).

Have you tried it with multiple non companion party members(aka summons)... cause it's likely that the more summoned creatures there are, the worse it becomes. And by the by, there's an upper limit you can adjust in the normal game... don't know if it's still used in the EE games.

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