Jump to content

About Icewind Dale II


Wylfdene

Recommended Posts

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

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
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

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

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

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...