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EET v13.4 released


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Do you mean the path search nodes in baldur.lua? I'd assume most people would have it at default value. Mine is set at 32000 and I haven't had too many issues with pathfinding.

I have this

SetPrivateProfileString('Program Options','Path Search Nodes','32000')

SetPrivateProfileString('Program Options','Maximum Frame Rate','30')

 

It is not "too many issues with pathfinding" but it is existing and if you play the whole trillogy ++ with EET it becomes a continuous phenomenon and visibly worse than in old BGT with Tobex installed.

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I have Frame Rate set to 60 but I doubt that'd be a fix.

 

I see exactly the issue with characters getting stuck and it's really been 100% correlated with speed effects in my games so I hoped maybe it'd be related but it seems not. No idea what would cause it then.

If I remember correctly, on my first entering EE world, the frame rate was 60 on my PC as well, but that meant that everything was moving like in fast-forward movie...terrible.

So I finally found out that rate 30 was the normal speed on my PC.

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so, basically we are now at a point where we are only waiting for beamdog to fix their stuff, and then we can get a release ?

yes, but it doesn't really matter all that much. There were multiple playthroughs from start to finish with EET and current fixes are mostly cosmetic/little bugs stuff. Last major change that would warrant whole mod reinstallation was few RC versions ago.

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so, basically we are now at a point where we are only waiting for beamdog to fix their stuff, and then we can get a release ?

yes, but it doesn't really matter all that much. There were multiple playthroughs from start to finish with EET and current fixes are mostly cosmetic/little bugs stuff. Last major change that would warrant whole mod reinstallation was few RC versions ago.

 

Good to hear. Gonna give it a try today;)

Does that mean EET is officially going to get released in the near future, or is it going to stay in its current release candidate state ?

Also, what about Icewind Dale ?

 

Lastly, I want to express my thanks and gratitude to all those involved in the project for having carried it through to this point. It is great to see such an old classic still being kept alive and going!;)

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How are things looking for IWD-in-EET now that EET is nearing its release?

when it comes to IWD-in-EET:

- beta for IWD1 part of the story has been finished for patch 1.3 months ago and now awaits for release of patch 2.x for IWD:EE before it will be updated for the current EET codebase.

- IWD2 portion of the story (based on dradiel's World of Baldur's Gate codebase) is in worse state - while mostly playable it's highly dependant on resources from dradiel's compilation and still needs work to make it fully independent. Not much progress on it recently, sorry.

- vanilla BG NPC development (dialogue interjections etc.) for both IWD1 and IWD2 portion of the story is handled by AWizardDidIt, so it's up to him to comment on it. But last time I've checked there were more than 200 pages of dialogue code written ( :love: ).

Edited by K4thos
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In a BWS installation, can I add just IWDEE and not IWD2? Is the beta for IWDEE available in BWS to integrate into EET?

I'm asking because I have the feeling we are optimistically many months away an IWDEE 2.X.

why so pessimistic? :) I'm pretty sure I've read months ago that the patch is on the way and developing nicely. Than there was news about 3 Beamdog projects currently in development - small, medium, large with small coming out first if I remember correctly. Based on posts from this topic (assuming that patch is a small project) I would guess patches are not that far away (although I'm generally optimistic so who knows, at one point there was like 1,5 year delay between patches :p).

 

To answer your question - no way to integrate IWD:EE into EET via BWS. See my previous post.

Edited by K4thos
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K4thos, do you mean it's just not possible *right now*?

well, not possible because the current code base in IWD-in-EET tp2 file has been written with IWD:EE patch 1.4 in mind and is not compatible with current EET code base. Once it's become updated to patch 2.x I will go back to update it so it will be compatible again.

 

After the IDWEE 2.X patch is released and IWD-in-EET is finished, THEN will it be possible to install it via BWS?

see the IWD2 part of the message - that one still needs work. It would be best to release whole mod at once for testing (or at least with first chapters of IWD2 that are related to Targos and nearby areas) but technically it would be possible to release just IWD:EE content first. Not sure how we will approach the release yet.

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I for one cannot wait to get to have my Bhaalspawn go be the hero of Icewind Dale, as well as all the other stuff down south.

 

No, really. I couldn't wait.

 

I started up a full EET run, with plans to go do another once IWD-in-EET comes out :p Lovin' it so far, and it gives me a good idea as to which mods to piece together for my full "canonical" run through the massive glory that is full EET. Call it a beta run.

 

I'm only up to the Cloakwood Mine, appreciating how DSotSC and NTotSC have upped the power curve a little, and going to see just how I'm going to be able to figure out the maze of quests for them when they activate.

I turned on full BG2 style XP for traps and locks -- was a great idea to hasten those rough early levels -- and full 100% XP. Almost all of my party are multiclass characters, though, so the net result has been surprisingly balanced so far. We'll see if that trend continues, now that I'm about to start a lot of the optional content for BG1.

 

Amazing so far. Only thing missing is a gameplay timer, so I can know just how many hundreds of hours I'm going to end up sinking into this thing :D

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