Blash2 Posted July 30, 2017 Share Posted July 30, 2017 What does that variable do exactly? Quote Link to comment
Blash2 Posted July 30, 2017 Share Posted July 30, 2017 Anyway, starting a new install, gonna let it do overnight. I will report if anything goes wrong Quote Link to comment
Roxanne Posted July 30, 2017 Share Posted July 30, 2017 What does that variable do exactly? It determines whether the shadow thieves in the docks are hostile or not (1=red). Quote Link to comment
Roxanne Posted July 31, 2017 Share Posted July 31, 2017 This report http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-214?do=findComment&comment=596158 Quote Link to comment
K4thos Posted August 1, 2017 Author Share Posted August 1, 2017 (edited) This report http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-214?do=findComment&comment=596158 Version 1.0 Release Candidate 9.2b Lua code for TLK reading and TRA preparation (WeiDU COPY / APPEND_FILE size limit workaround) Edited August 1, 2017 by K4thos Quote Link to comment
K4thos Posted August 4, 2017 Author Share Posted August 4, 2017 (edited) Version 1.0 Release Candidate 9.2c fixed minor GUI text problems (Monk descriptin, gender tip) - both vanilla bugs starting game from command line will no longer report problem "Error loading menu: [string "function onopen07011758 () ..."]:6: 'then' expected near ')'" Spanish dubbing for BG1 movies added Edited August 4, 2017 by K4thos Quote Link to comment
lefreut Posted August 4, 2017 Share Posted August 4, 2017 K4thos, There are two more GUI texts problem from BG2EE that you may want to fix in your custom UI. The help message when you hit escape in the Assign keys screen uses the wrong string number. It should be 80750 instead of 24680. The message when you try to delete a contingency uses the wrong string number. It should be 32665 instead of 24398. Quote Link to comment
K4thos Posted August 4, 2017 Author Share Posted August 4, 2017 (edited) thanks, lefreut. Fixed strings will be included in the next release. Edited August 4, 2017 by K4thos Quote Link to comment
argent77 Posted August 13, 2017 Share Posted August 13, 2017 I've noticed that when you start a new ToB campaign, the protagonist doesn't receive the "Slayer Change" ability. Quote Link to comment
K4thos Posted August 13, 2017 Author Share Posted August 13, 2017 (edited) thanks, argent77. If someone needs a hotfix for a game started from ToB use this clua code: C:Eval'ActionOverride(Player1,AddSpecialAbility("SPIN822"))' Version 1.0 Release Candidate 9.2d fixed minor GUI text problems (Assign keys tip, Delete a contingency tip) - both vanilla bugs starting a new ToB campaign grants the "Slayer Change" innate ability starting a new ToB campaign reveals Sacred Grove on worldmap (this time for real) edit: Version 1.0 Release Candidate 9.2e Latest tileconv and tile2ee compatible with macOS Sierra Version 1.0 Release Candidate 9.2f Improved mac compatibility Edited August 14, 2017 by K4thos Quote Link to comment
Roxanne Posted August 25, 2017 Share Posted August 25, 2017 (edited) Is this an EET issue? The TextScreen("ISLON") is launched from islon.bcs. This is the cutscene + text for the journey to Balduran's island during BG1. Instead of some related textscreen, the Sarevok as Bhaal background of Guidrm7.mos is used. Change-log for islon.2da says no mod changed the file, which looks *strange* to me with 8 where normally the mos file is referenced. 2DA V1.0 8 0 1 SWITCH DEFAULT REPUTATION DEFAULT -1 -1 GOOD_REPUTATION -1 223355 BAD_REPUTATION -1 223355 GOOD_POWER NONE NONE BAD_POWER NONE NONE The displayed text itself (223355) is the correct one. I have no idea what except EET itself may cause this. Admit that it is *cosmetic* glitch at most. Edited August 25, 2017 by Roxanne Quote Link to comment
K4thos Posted August 28, 2017 Author Share Posted August 28, 2017 (edited) Roxanne, it's the "8" in the above quote that causes it (this value refers to GUI code). Both ISLOFF.2DA and ISLON.2DA will be patched during installation to use LEAVEA.MOS and ARRIVEA.MOS is the next release. Thanks for reporting. Edited August 28, 2017 by K4thos Quote Link to comment
argent77 Posted September 4, 2017 Share Posted September 4, 2017 I have noticed a (cosmetic) issue regarding invisible creatures. They are used a lot in SoD to simulate all kinds of activity. In SoD their name uses strref 0 which should essentially be an empty string. However, EET uses strref -1 instead which causes the invisible creatures to display random party member names when using TAB.Example: BD5200.ARE contains many instances of BDTARGET.CRE (see archer training near southern entrance). Quote Link to comment
subtledoctor Posted September 5, 2017 Share Posted September 5, 2017 I think 0 might not be an empty string in BG2EE... that's just going off the top of my head, but I have a vague recollection of that being the reason I use -1 instead of 0 for empty strings in all my mods... Quote Link to comment
argent77 Posted September 5, 2017 Share Posted September 5, 2017 (edited) I think 0 might not be an empty string in BG2EE... that's just going off the top of my head, but I have a vague recollection of that being the reason I use -1 instead of 0 for empty strings in all my mods... Strref 0 ("<NO TEXT>") will be resolved as an empty string that isn't displayed when used as creature name. Behavior of BG1EE and BG2EE are identical in this regard. Setting name to strref 0 solves the issue in EET. Edit: The random name issue when using strref -1 is most likely a game bug and has to be fixed by Beamdog. Edited September 5, 2017 by argent77 Quote Link to comment
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