CamDawg Posted February 22, 2006 Share Posted February 22, 2006 I'm sure this'll be a running list, so: new thread. ar1000 > ar1003 (Keldorn's Home) Enter facing south, should be northwest. ar0400 > ar0409 (Ployer's home) Enter facing NE, should be NW. Link to comment
CamDawg Posted February 25, 2006 Author Share Posted February 25, 2006 // incorrect orientation when entering areas COPY_EXISTING ~ar0409.are~ ~override~ // ployer's home ~ar1003.are~ ~override~ // keldorn's home READ_LONG 0x68 "enter_off" READ_LONG 0x6c "enter_num" FOR (index = 0; index < enter_num; index = index + 1) BEGIN READ_ASCII ("%enter_off%" + ("%index%" * 0x68)) "name" PATCH_IF ( (("%name%" STRING_COMPARE_CASE "exit0400" = 0) AND ("%SOURCE_RES%" STRING_COMPARE_CASE "ar0409" = 0)) OR (("%name%" STRING_COMPARE_CASE "exit1000" = 0) AND ("%SOURCE_RES%" STRING_COMPARE_CASE "ar1003" = 0)) ) BEGIN WRITE_SHORT ("%enter_off%" + 0x24 + ("%index%" * 0x68)) 6 // northwest SET "index" = "%enter_num%" // kills loop END END BUT_ONLY_IF_IT_CHANGES Link to comment
CamDawg Posted February 26, 2006 Author Share Posted February 26, 2006 ar0800 > ar0801 (Graveyard to Bodhi's area). 9 o'clock entrance; party should be facing N-NW. Link to comment
CamDawg Posted February 26, 2006 Author Share Posted February 26, 2006 ar0500 (Bridge) to ar0531 (generic home): facing south, should be NW Link to comment
CamDawg Posted February 27, 2006 Author Share Posted February 27, 2006 All of the Copper Coronet-Slums transitions are incorrect. Going into the CC, both should be facing NE; one is currently NW and the other is E. Going into the slums, both should be SE but are currently S. Link to comment
CamDawg Posted March 1, 2006 Author Share Posted March 1, 2006 Thieves Guild, both Mae'Var and post-Mae'Var. ar0301 > ar0302 and ar0321 > ar0322, from S to E. ar0303 > ar0304 and ar0323 > 0324, from E to NW. Link to comment
CamDawg Posted March 4, 2006 Author Share Posted March 4, 2006 Entering the de'Arnise Keep (ar1300, ar1304) area from the worldmap (both pre- and post-TorGal), party is facing S; should be NW. Windspear Hills (ar1200) from the worldmap, should be E not S. Docks (ar0300) from the main Harper HQ, should be E-SE not S. Link to comment
devSin Posted April 19, 2006 Share Posted April 19, 2006 PATCH_IF ( (("%name%" STRING_COMPARE_CASE "exit0406" = 0) AND ("%SOURCE_RES%" STRING_COMPARE_CASE "ar0406" = 0)) OR // CC to slums (("%name%" STRING_COMPARE_CASE "exi0406b" = 0) AND ("%SOURCE_RES%" STRING_COMPARE_CASE "ar0406" = 0)) // CC to slums ) BEGIN WRITE_SHORT ("%enter_off%" + 0x24 + ("%index%" * 0x68)) 14 // southeast SET "index" = "%enter_num%" // kills loop END should be STR_CMP "ar0400" Link to comment
devSin Posted June 21, 2006 Share Posted June 21, 2006 Why couldn't I find this damn thread? So, I set movement rate to the max and ran around everywhere after fully playtesting Chapter 2 (my stuff; not the fixpack), and came up with some more. It shouldn't cover already-fixed stuff, since I've already stolen it. (Also used WeiDU and NI to change all the trans in SAV areas to not auto-save; really helps.) I wouldn't have ever thought of things like this if it weren't for you. I'm not yet sure if you'll ever be forgiven. TriggerLoc is a list of containers that force the PC to walk to an invalid or stupid location. This is usually when a static actor is located over the activation point; the PC has to rape the actor for a bit, and then the engine gives up and just shows the container screen. These are really only inaccessible points, but one of the AR020* ones was pretty far away from the actual container (I wouldn't have bothered, but I was already in and patching the area, so why not). Container lists containers that have incorrect graphics. The two shelves could be left (currently drawer), but everywhere else I've been to has these cabinets showing up as shelves. I fixed some already, so they're not on the list. Facing has entrances where the orientation could be better. The area resref and best-that-I-can-tell new orientation, followed by the referring area (some have multiple references, so be careful). The first two I just haven't figured out if I want to bother. This covers Athkatla minus the docks, the illusionary circus tent, the Twisted Rune, and Saerk's house. //TRIGGERLOC (resRef, curLoc, newLoc) //AR0202, 1992.2236, 2037.2242 //AR0400, 999.835, 999.840 //AR0513, 908.383, 886.471 //AR0700, 605.1133, 572.1163 //AR0700, 3323.307, 3249.300 //AR0204, 3754.2522, 3738.2515 //CONTAINER (resRef, newImg, curLoc) //AR0400, Table, 2952.2102 //AR0312, Chest, 490.275 //AR0406, Chest, 1411.1559 //AR0506, Altar, 550.173 //AR0501, Barrel, 666.176 //AR0529, Novis, 325.363 //AR0900, Novis, 3065.1647 //AR0902, Novis, 1325.1510 //AR0202, Shelf, 1992.2236 //AR0206, Novis, 576.522 //AR0204, Novis, 1259.2623 //AR0204, Novis, 3754.2522 //AR0705, Shelf, 581.848 //FACING (resRef @newDir (refRef)) //###CROOKEDCRANE //###TANNERBEDROOM //AR0707 @6 (rAR0700) //AR0700 @15 (AREA) //AR0700 @14 (rAR0710) //AR0700 @14 (rAR0706) //AR0700 @14 (rAR0707) //AR0700 @14 (rAR0708) //AR0700 @15 (rAR0704) //AR0700 @1 (rAR0709) //AR0402 @5 (rAR0400) //AR0312 @10 (rAR0311) //AR0405 @10 (rAR0400) //AR0404 @6 (rAR0405) //AR0400 @14 (rAR0405) //AR0400 @2 (rAR0402) //AR0404 @14 (rAR0406) //AR1009 @6 (rAR1000) //AR1005 @10 (rAR1000) //AR1005 @6 (rAR1000) //AR1004 @6 (rAR1000) //AR1001 @6 (rAR1000) //AR0500 @2 (rAR0506) //AR0500 @14 (rAR0506) //AR0509 @6 (rAR0500) //AR0500 @7 (rAR0514) //AR0500 @6 (rAR0705) //AR0500 @14 (rAR0513) //AR0513 @15 (rAR0514) //AR0500 @14 (rAR0515) //AR0905 @6 (rAR0900) //AR0903 @10 (rAR0900) //AR0903 @6 (rAR0900) //AR0201 @15 (rAR0206) //AR0202 @15 (rAR0205) //AR0204 @9 (rAR0202) Link to comment
CamDawg Posted June 26, 2006 Author Share Posted June 26, 2006 Ooh, this saves me from having to do it. Coded and added. Link to comment
devSin Posted June 26, 2006 Share Posted June 26, 2006 There were more from the graveyard and noted areas that I skipped, and issues in Chapter 3 and Chapter 4 areas. Ust Natha probably has issues, but I've run into another issue with the fight pit, so I'll have to wait until after fixing that to pay attention to this stuff. I probably won't ever have a list for stuff added since; I'll update the TP2 one of these days, and you can look for these there. Link to comment
devSin Posted July 16, 2006 Share Posted July 16, 2006 I was going to wait until I was done; I forgot that I never will be done. The TP2should correct everything up to Amkethran (I can't seem to muster up the courage to actually run through ToB). All untested. Link to comment
SixOfSpades Posted September 11, 2006 Share Posted September 11, 2006 Wow. This one's so huge, I can't believe that (a) it's taken me this long to see the thread, and (b) nobody else has mentioned this. Beholder Hive in the Underdark (sorry, don't know the AR#): Party is facing South, should be North. How is it that nobody has yet complained about finding themselves face-to-face with an Elder Orb and a Death Tyrant, with their Tanks safely protected behind their Mages? Link to comment
WizWom Posted September 11, 2006 Share Posted September 11, 2006 How is it that nobody has yet complained about finding themselves face-to-face with an Elder Orb and a Death Tyrant, with their Tanks safely protected behind their Mages? Er, usually, I'm too busy surviving to note it down for the fixpack :-) Link to comment
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