Salk Posted November 22, 2023 Share Posted November 22, 2023 Agree with Andrea. Quote Link to comment
Weigo Posted November 23, 2023 Author Share Posted November 23, 2023 Ok, then I will insert the door in the EE. This will be a challenge, as the door is only available in closed form and is not graphically present when open, although it should be visible. That was probably also the reason why Beamdog removed the door. But we'll get it right. Quote Link to comment
Guest Guest Posted November 23, 2023 Share Posted November 23, 2023 19 hours ago, Weigo said: I just entered and exited the roof top from the 5th floor several times and it went smoothly. (latest version) Huh, strange. Maybe something is wrong on my end then. One more thing I stumbled upon. https://ibb.co/DrHP2w2 I cannot enter this black roof house located in southwest of Entar Silvershield Estate.(CTD) Without BGGO, I can enter it without problem. I have not checked out the whole Durlags tower after that bug, but I tested this Mod for BG1 portion of BGT by visiting every corner of it as possible and this house was the last issue I encountered. Thank everyone making and supporting this mod. These night maps make a difference. Quote Link to comment
Weigo Posted November 24, 2023 Author Share Posted November 24, 2023 18 hours ago, Guest Guest said: I cannot enter this black roof house located in southwest of Entar Silvershield Estate.(CTD) My mistake. There was an animation inside AR7269/BG0169 that was supposed to embellish the fireplace animation, but unfortunately it didn't quite work. Unfortunately it crept into the github version It has now been removed and the latest version works again. Quote Link to comment
Guest Guest Posted November 24, 2023 Share Posted November 24, 2023 Cool, thank you for the update! Quote Link to comment
Axatax Posted November 24, 2023 Share Posted November 24, 2023 (edited) What's the recommended place in the install order for BGGO on a largish-EET setup? weidu.log Edited November 24, 2023 by Axatax Quote Link to comment
Axatax Posted November 24, 2023 Share Posted November 24, 2023 (edited) Note ./tools/tileconv/linux should be ./tools/tileconv/unix or else the installer wont find tileconv. Edited November 24, 2023 by Axatax Quote Link to comment
Weigo Posted November 25, 2023 Author Share Posted November 25, 2023 8 hours ago, Axatax said: Note ./tools/tileconv/linux should be ./tools/tileconv/unix or else the installer wont find tileconv. Thank you very much for your feedback. I have to admit that I don't have Linux here on my computer and unfortunately have never been able to test BGGO with Linux. I had taken the directories from other mods or from the instructions. In the next update the directory will be changed to ./tools/tileconv/unix. Quote Link to comment
Axatax Posted November 25, 2023 Share Posted November 25, 2023 1 minute ago, Weigo said: Thank you very much for your feedback. I have to admit that I don't have Linux here on my computer and unfortunately have never been able to test BGGO with Linux. I had taken the directories from other mods or from the instructions. In the next update the directory will be changed to ./tools/tileconv/unix. No problem. So far it's working and looking great on Linux. Quote Link to comment
Weigo Posted November 25, 2023 Author Share Posted November 25, 2023 I repaired the door in Durlag's Tower (Durlag's Tower: Labyrinth Level Four) BG0514/ARD014 and found another door (see picture). This door is locked with a trap and triggers the CTLB.BCS file. In BGT it is active and in the EE version it has been removed and is open. The question now is, should I reactivate it or not for EE? Quote Link to comment
Andrea C. Posted November 25, 2023 Share Posted November 25, 2023 My vote is yes—no reason for the EE to differ from the classic in this instance. Quote Link to comment
Sam. Posted November 26, 2023 Share Posted November 26, 2023 I can't imagine why the trap was removed/disabled. Unless a valid reason is brought forth, I vote it stays. Quote Link to comment
Delior Posted November 26, 2023 Share Posted November 26, 2023 I guess someone at Beamdog decided that Durlag's just had one too many traps. Quote Link to comment
Weigo Posted November 26, 2023 Author Share Posted November 26, 2023 There is of course a middle way, we can activate the door: 1.) without a trap and without lock 2.) without trap and with lock 3.) with trap and without lock 3.) with trap and with lock Quote Link to comment
Axatax Posted November 26, 2023 Share Posted November 26, 2023 I'm agnostic regarding the trap but I think that passage looks odd without a door. Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.