K4thos Posted July 31, 2016 Author Posted July 31, 2016 (edited) I don't have SoD installed. I meant to mention that in my earlier comment. I don't wish to use SoD. Is that going to be a conflict? Yes. We won't prepare 2 codebases for those without official expansion, sorry. Here is a topic regarding SoD inclusion. Feel free to bump it if you want to discuss this stuff. Edited July 31, 2016 by K4thos Quote
Roxanne Posted August 3, 2016 Posted August 3, 2016 I think there is enough material for the next RC release. Version 1.0 Release Candidate 4 - fixed glitched water overlays (by argent77). Please let us know if you find more areas with this issue - fixed NPC continuity (in old versions there may be problems with disabling old NPCs when you come back to area that has NPC which never joined the party - problem caused by NPCLEVEL.2DA variants) - fixed incorrect strref used for chapter 20 in GUI Journal screen - fixed RC3 regression regarding BG1 Player1 starting weapon - class text 2da rows normalized during fina± patching to always use 10 columns - worldmap is now generated using BP-BGT Worldmap code (which fixes problem with "Destination Unreachable" string shown on unvisited worldmap areas with blank TLK entries) - altered str{nÁ'D9]0꾧䥵’ ÎÃaL>‚PßstËØeRùëbÝ@¶ƒ¿íØùÌâéµÖ‰W¤Ï°Žqg_`3ÆèÛ¿²Jª_pA”#t¢¥I•ŠáÀãªÓ~"33ìǘØ~=0ãøeöAÔÏhÿûx&wíêæf²œ¬PÃÞ㊗çê&Éà©Y’ÑùõœðÒ`!ÏàÇ(r æÒï~94?´»¾À‘‡–½²%ì°ÖFìƒêº6•L9VžÇõéMLûÃùA8êqgoøÕÓ¸ÝÝzÜNý&LšŠ!åÉ*Æç¢Ì-”¾âã ðtf¿ú&¶¹®"oDbסƒöúlZ\LKûFòYPãò`Xö\[äo`H¬{~%B T¬©P dÕ&gÙrÆwÃhr{`Šz”£¶Á"|÷zq\&Ê.X|t%¥×šÔ㾜ßÀÞ ï¹¼â=È¢êÏý»²»ªƒFò6óå>”ˆ˜%d,ÐɉgFb='nomediaparse' href='https://www.sendspace.com/file/xiv7ny'>htbpIj//wwq´ë¦£ƒcÏÉ%deÀgOÞ?jW:/c4/p> Just finished a new install with RC3 - where in sequence would be the right place to install the patch? Right after EET before I start with other mods? Quote
K4thos Posted August 3, 2016 Author Posted August 3, 2016 doesn't matter. Just install it before setup-EET_end Quote
phaelin Posted August 4, 2016 Posted August 4, 2016 - restored SoD extended ending (for some reason Beamdog cut out playable part of the final scene) Do you mean the one with canon party resting and being abducted by Irenicus ? Quote
K4thos Posted August 4, 2016 Author Posted August 4, 2016 (edited) - restored SoD extended ending (for some reason Beamdog cut out playable part of the final scene) Do you mean the one with canon party resting and being abducted by Irenicus ? SoD ending spoilers: After the ending movie you now actually fight with those Shadow Thieves in real time and there is also additional cutscene after you loose (you can't really win this fight). No idea why this was cut from the vanilla SoD considering there are recorded voice lines from Imoen, Minsc, Dynaheir, Shadow Thieves and the whole scene is short and rather well made. Edited August 4, 2016 by K4thos Quote
argent77 Posted August 4, 2016 Posted August 4, 2016 (edited) I've noticed that many enchanted items from random drops are already identified, such as protection scrolls or enchanted ammunition. I'm running a number of mods though, so I can't tell whether this is caused by EET or one of the other mods. Can anyone confirm? Edit: I've also noticed a couple of misaligned door tiles in their closed state on map BG4000 (Gullykin). Edited August 4, 2016 by argent77 Quote
Roxanne Posted August 4, 2016 Posted August 4, 2016 (edited) I've noticed that many enchanted items from random drops are already identified, such as protection scrolls or enchanted ammunition. I'm running a number of mods though, so I can't tell whether this is caused by EET or one of the other mods. Can anyone confirm? Edit: I've also noticed a couple of misaligned door tiles in their closed state on map BG4000 (Gullykin). Doors in BG4000 ? I noticed that the open doors move a little bit to the left side compared to the closed ones. A bit of *jitter* when you open them. Is that what you mean? It does not happen in other areas I already checked (Beregost, High Hedge, FAI). I have not yet encountered any case of enchanted items but will keep my eyes open from now on. PS - I have mods installed from the EET-list sections 1 and 2 but only content/NPC mods, no tweaks this time (I want to see how the untweaked new game works before deciding on "enhancements"). Edited August 4, 2016 by Roxanne Quote
argent77 Posted August 4, 2016 Posted August 4, 2016 Yes, that is it. It's only misaligned by a single pixel. You can also see it in the area viewer of NI. It must be caused somewhere in the process of installing EET. The original map in BGEE looks fine. Quote
K4thos Posted August 4, 2016 Author Posted August 4, 2016 (edited) I've noticed that many enchanted items from random drops are already identified, such as protection scrolls or enchanted ammunition. I'm running a number of mods though, so I can't tell whether this is caused by EET or one of the other mods. Can anyone confirm? I can confirm this. In EET BG1 random item spawns are handled by RNDTRES.2DA (it's a new 2da file available within EE engine that doesn't have limitations like the old ones). I've just tested it out with RICH column from BG1 which has a few enchanted ammunition and protection scrolls and they all spawned identified even though the Ogre Mage CRE file had them in inventory without any flags (which means they should be unidentified, right?). In other words it's an engine issue that should be reported to Beamdog. Considering it also affects vanilla SoD (which adds 20 new rows to RNDTRES.2DA rather than using old random table 2da files) I think there is a good chance that it will be fixed via patch. If no than we will need to consider using old 2DA files taking advantage of your latest findings regarding rows limit (26 is still not enough for IWD-in-EET though ). Thanks for the report. Edit: I've also noticed a couple of misaligned door tiles in their closed state on map BG4000 (Gullykin). I will check it out if the same thing happens on vanilla game and report it to Beamdog if yes. Thanks edit: Yes, that is it. It's only misaligned by a single pixel. You can also see it in the area viewer of NI. It must be caused somewhere in the process of installing EET. The original map in BGEE looks fine. huh, interesting. Nothing comes to my mind at this point but I will look into it. Edited August 4, 2016 by K4thos Quote
argent77 Posted August 4, 2016 Posted August 4, 2016 Comparing the TIS file from EET and BGEE side by side it looks like the additional tiles at the bottom of the TIS are different in EET. Some are misaligned, others just look differently. Quote
K4thos Posted August 4, 2016 Author Posted August 4, 2016 I've just tested it on vanilla SoD release downloaded form Beamdog shop - it's there too, so it's vanilla bug. I will download BG:EE without SoD and see if it happens there too. Quote
argent77 Posted August 4, 2016 Posted August 4, 2016 (edited) On closer inspection I can see that all PVRZ files of BG4000.TIS containing transparent regions are different. The most noticeable files are A400009.PVRZ (BGEE) / B400009.PVRZ (EET) and A400021.PVRZ (BGEE) / B400021.PVRZ (EET). Are you recompressing them at some point during installation? Edit: Nevermind, I've compared them with an older version of BGEE. The latest BGEE patch v2.3.67.3 contains the same visual glitches. Edited August 4, 2016 by argent77 Quote
Jarno Mikkola Posted August 4, 2016 Posted August 4, 2016 On closer inspection I can see that all PVRZ files of BG4000.TIS containing transparent regions are different. Where's the NI screenshots ? Quote
K4thos Posted August 4, 2016 Author Posted August 4, 2016 (edited) Are you recompressing them at some point during installation? The only direct TIS patching in EET is done through this code used to move PVRZ starting point in SoD areas +50 to not mess up with BG prefix PVRZ files: ACTION_BASH_FOR ~%biff_dir%~ ~^BD[0-9][0-9][0-9][0-9]N?\.TIS$~ BEGIN COPY + ~%BASH_FOR_FILESPEC%~ ~%BASH_FOR_FILESPEC%~ READ_LONG 0x8 "tiles_cnt" READ_LONG 0x10 "tiles_off" READ_LONG 0xc "tiles_length" FOR (cnt=0; cnt<"%tiles_cnt%"; cnt=cnt+1) BEGIN READ_LONG ("%tiles_off%"+"%tiles_length%"*cnt+0x0) "pvrz_page" PATCH_IF (pvrz_page >= 0) BEGIN //PATCH_PRINT ~cnt = %cnt%, pvrz_page = %pvrz_page%~ SET pvrz_page = pvrz_page + 50 WRITE_LONG ("%tiles_off%"+"%tiles_length%"*cnt+0x0) "pvrz_page" END END END SoD PVRZ files are later renamed with: ACTION_BASH_FOR ~%biff_dir%~ ~^B[0-9][0-9][0-9][0-9]N?[0-9]+\.PVRZ$~ BEGIN OUTER_PATCH_SAVE filename ~%BASH_FOR_RES%~ BEGIN REPLACE_EVALUATE CASE_INSENSITIVE ~^B\([0-9]\)\([0-9][0-9][0-9]N?\)\([0-9]+\)$~ BEGIN SET MATCH3 = MATCH3 + 50 END ~B%MATCH1%%MATCH2%%MATCH3%~ END MOVE + ~%BASH_FOR_FILESPEC%~ ~%biff_dir%/eetBD%MATCH1%/%filename%.PVRZ~ END If this is not the reason for differences than it must be WeiDU biffing/unbiffing (or some leftover code hidden in EET - I will check it out) ------------------ As for the Gullykin problem in vanilla game it's already reported on Beamdog redmine, so they are aware of it: http://redmine.beamdog.com/issues/23922 Edited August 4, 2016 by K4thos Quote
K4thos Posted August 4, 2016 Author Posted August 4, 2016 (edited) Edit: Nevermind, I've compared them with an older version of BGEE. The latest BGEE patch v2.3.67.3 contains the same visual glitches. ok, so everything is ok with WeiDU and EET code. ------------------- I'd like to test that RNDTRES.2DA stuff on vanilla BGEE+SoD installation but I'm a little confused when exactly the engine marks an item as unidentified. There are flags in ARE and CRE files that from what I understand when BIT0 is not set will spawn unidentified item if applicable. But how does the engine know if particular item requires identification? I don't see any flag for this in ITM file. Is it magical (BIT6) or something else? Edited August 4, 2016 by K4thos Quote
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