Weigo Posted July 4, 2023 Author Share Posted July 4, 2023 The Baldur's Gate city areas are ready. Now I have to rework the water overlay tis files. Quote Link to comment
Salk Posted July 4, 2023 Share Posted July 4, 2023 Great news! Looking forward to it. Quote Link to comment
Salk Posted July 5, 2023 Share Posted July 5, 2023 (edited) @Weigo, the last version installed without any problems on BGT. Edited July 5, 2023 by Salk Quote Link to comment
Weigo Posted July 6, 2023 Author Share Posted July 6, 2023 Now everything is ready so far. Now it's time to test. It would be nice if we could test everything ingame. I have already tested a lot of things, but a few more eyes to look would be good. And then we can finish the release. Quote Link to comment
Weigo Posted July 11, 2023 Author Share Posted July 11, 2023 Yovaneth sent me the night map from the IceIsland. He also did a wonderful job on the IceIslandMaze. The maze is now equipped with torches. Both maps are now part of the BGGO. Quote Link to comment
TotoR Posted July 11, 2023 Share Posted July 11, 2023 14 hours ago, Weigo said: The maze is now equipped with torches. Both maps are now part of the BGGO. This looks really great and promising!! Thank both of you for updating this mod. I have found a bug on oBG2 (BGT to be exact, but should be the same on Tutu): https://github.com/SpellholdStudios/BGGOEET/issues/2 Quote Link to comment
Weigo Posted July 12, 2023 Author Share Posted July 12, 2023 12 hours ago, TotoR said: I have found a bug on oBG2 (BGT to be exact, but should be the same on Tutu): https://github.com/SpellholdStudios/BGGOEET/issues/2 Problem solved. Quote Link to comment
Parys Posted July 12, 2023 Share Posted July 12, 2023 (edited) Hello Weigo, Thank you for your excellent work! I have graphical glitch on Ice Island dungeon. (BGEET) Also, I found Ulgoth Beards has no night map (BGEET) I have crash to desktop in my BGEE Siege of Dragonspear 2.6.6.0 installation (w/o any other mods) on all nightmaps. EDIT: I copied the old files of this map (BG1009.ARE, BG1009.WED and BG1009.BCS) and then deleted them. Everything is now displayed correctly. I do not know what this problem was caused by. Fresh installation of the mod causes the same graphical glitch again. I noticed a misaligned door texture in North Baldur's Gate area (AR0200): WeiDU.log Edited November 16, 2023 by Parys Quote Link to comment
Weigo Posted July 13, 2023 Author Share Posted July 13, 2023 16 hours ago, Parys said: I noticed a misaligned door texture in North Baldur's Gate area (AR0200): Door is repaired Quote Link to comment
Salk Posted July 13, 2023 Share Posted July 13, 2023 Weigo, do you know if some of the area changes that Jarl's Adventure Pack make are going to be a problem? Example: ///////////////////////////////////////////////////////////// //Nashkel & Gnollfortress - improved Searchmap and Wallgroups, ar8100 ///////////////////////////////////////////////////////////// INCLUDE ~%MOD_FOLDER%/lib/alter_searchmap.tpa~ LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR3700SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%Nashkel%~ // area name, e.g. ~AR3700~ END LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR4100SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%GnollStronghold%~ // area name, e.g. ~AR3700~ END LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR8100SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%BaldursGateDocks%~ // area name, e.g. ~AR3700~ END COPY ~JA#BGT_AdvPack/fixes/Areas/AR3700.wed~ ~override/%Nashkel%.wed~ COPY ~JA#BGT_AdvPack/fixes/Areas/AR4100.wed~ ~override/%GnollStronghold%.wed~ //wed Dateien Quote Link to comment
Weigo Posted July 13, 2023 Author Share Posted July 13, 2023 @Salk The ALTER_SEARCHMAP function is compatible because the changes to the searchmap bmp file are added bit by bit to the image file present in the game and are not completely overwritten. There is only a conflict if 2 mods overwrite exactly the same pixel with a different color/value. The situation is different for the two wed files. AR3700.wed and AR4100.wed, they are completely overwritten and there is no night version of them. There you would have to write a weidu code. Quote Link to comment
Endarire Posted July 13, 2023 Share Posted July 13, 2023 (edited) Weigo, who did you pay for the door repair charge? (Reference) Edited July 13, 2023 by Endarire Quote Link to comment
Weigo Posted July 14, 2023 Author Share Posted July 14, 2023 @Endarire 9 hours ago, Endarire said: Weigo, who did you pay for the door repair charge? (Reference) I talked to the old man, of course. But he did not want my gold but only rupees. Unfortunately, I had none with me. Somehow my Baldur's Gate savegame would not start in Zelda. Quote Link to comment
Salk Posted July 14, 2023 Share Posted July 14, 2023 @WeigoCould you elaborate about "having to write WeiDu code"? Since I have no idea what I'd need to do, should I just comment out that whole "Nashkel & Gnollfortress - improved Searchmap and Wallgroups, ar8100" code snippet? Or should I only comment out the two COPY lines at the end? Thanks! Quote Link to comment
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