Wylfdene Posted February 8, 2005 Share Posted February 8, 2005 In case you haven't noticed it already, NearInfinity has most of the IE formats for Icewind Dale II decoded (and if I'm not mistaken so has DLTCEP). Perhaps it would be nice to have the new file formats listed in IEDSP as well? It's been a year or so since the formats were cracked down in NearInfinity... Link to comment
igi Posted February 8, 2005 Share Posted February 8, 2005 They may be known by other people. It is likely they are known by the original engine programmers too. They may be known by a very clever South American Panther called Doris. It doesnt necessarily mean I know them. Which means, for them to be added to the IESDP, I either have to wait for submissions, figure it out myself, or trawel through someone's source-code. Which explains why it isnt done yet. Still, the IWDII SPL and ITM formats are almost ready to go up. Link to comment
Wylfdene Posted February 8, 2005 Author Share Posted February 8, 2005 They may be known by other people. It is likely they are known by the original engine programmers too. They may be known by a very clever South American Panther called Doris. It doesnt necessarily mean I know them. Actually, I didn't mean to be aggressive (if I was taken as aggressive). I just wondered if they would be uploaded to IEDSP in the first place. Which means, for them to be added to the IESDP, I either have to wait for submissions, figure it out myself, or trawel through someone's source-code. Which explains why it isnt done yet. Since I'm planning on doing some editors for Icewind Dale 2 (which is why I asked about them not being in IEDSP already) I could take a browse through NearInfinity and prepare the page, and then send it in (for some ie formats). IEDSP is perfectly a programmer's heaven when it comes to file formats... Still, the IWDII SPL and ITM formats are almost ready to go up. Way cool! Link to comment
igi Posted February 8, 2005 Share Posted February 8, 2005 Sorry if my post came off badly - I have a lot of stuff to be doing, and sometimes it seems people dont realise that the IESDP nowadays is practically just me. More IWDII supporting editors would be great. Good luck A submission on the IWDII formats would be even greater. Link to comment
Avenger Posted February 8, 2005 Share Posted February 8, 2005 Anyone with more time than me could check on the NI/dltcep source code Basically the item/spell/area headers are 16 bytes bigger and some unused fields got a new meaning. The creature is quite different. The store is the same as in iwd1. Here comes the creature header, use it if you can: { char filetype[4]; //'CRE ' char revision[4]; //'V2.2' long longname; long shortname; unsigned long flags; long expval; long expcur; long gold; long state; short curhp; short maxhp; unsigned long animid; char colours[7]; char effbyte; char iconm[8]; char iconl[8]; char reputation; //unused in team char hideskill; short natac; short crushac; short missac; short piercac; short slashac; char thac0; //unused unsigned char attacks; //unused unsigned char sfort; unsigned char sreflex; unsigned char swill; char resfire; char rescold; char reselec; char resacid; char resmagic; char resmfire; char resmcold; char resslash; char rescrush; char respierc; char resmiss; char resmdam; unsigned char unknown61[6]; unsigned char luck; unsigned char unknown[34]; unsigned char totlevel; unsigned char levels[11]; unsigned char unknown2[22]; long strrefs[64]; unsigned char script1[8]; //team script unsigned char script2[8]; //special script1 long unknown3; long feat1, feat2, feat3; //96 bits char skills[143]; char enemy[8]; char subrace; short unknown4; char strstat; char intstat; char wisstat; char dexstat; char constat; char chastat; long unknown5; long kit; char scripts[5][8]; char unknown6[232]; unsigned char idsea; unsigned char idsgeneral; unsigned char idsrace; unsigned char idsclass; unsigned char idsspecific; unsigned char idsgender; char idsinternal[5]; //func spec unsigned char idsalign; long unknown7; char dvar[32]; char unknown8[6]; long spelloffs[iWD2_SPSLOTNUM][9]; //7 types: bard, cleric, druid, paladin, ranger, sorc, wizard long spellcnt[iWD2_SPSLOTNUM][9]; //7 types long domainoffs[9]; //plus domain long domaincnt[9]; long innateoffs; long innatecnt; long songoffs; long songcnt; long shapeoffs; long shapecnt; //// long itemslots; long itemoffs; long itemcnt; long effectoffs; long effectcnt; char dialogresref[8]; } Link to comment
Wylfdene Posted February 8, 2005 Author Share Posted February 8, 2005 Pardon me, SHORT is a short integer, right? So if an integer is 16 bits, then a short integer would be 8 bits? Also, could you please post the variable declaractions for the non-fixed sections? Link to comment
Avenger Posted February 9, 2005 Share Posted February 9, 2005 Pardon me, SHORT is a short integer, right? So if an integer is 16 bits, then a short integer would be 8 bits? Also, could you please post the variable declaractions for the non-fixed sections? <{POST_SNAPBACK}> Integer is 32 bits in this example. Link to comment
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