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BG1 Fixpack ?


Guest plainab

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I believe I fixed it! All that was required was to lower the 'Y location' of the crate from 668 to 658. Maybe it was colliding with the Reptrap somehow? I've no clue. But feels good to fix it :devil:
Hmm weird. The reptrap really shouldn't be colliding with it even before that edit. If you look at it in DLTCEP (on the Regions tab), it blocks the doorway. I think this is what the game uses at certain points to call the guards on you if your reputation is too low. The crate is a good distance off to the right (on the Containers tab).

 

The bounding box for the reptrap is 373,558,586,423. The bounding box for container 2 (the crate) is 550,627,657,571, and the position is 541,668. So the position is off a bit but off in the wrong direction (south) from the reptrap (which is west/northwest). Maybe it is just that the position is too far from the bounding box. If you change it to 550,627 does it work too?

 

Now figure out how to patch it with WeiDU and I will really be impressed :). (It shouldn't really be that difficult, but it's a bit beyond the basics.)

 

Edit: Easier than I thought - I just pinched some existing code that was similar:

COPY_EXISTING ~ar3357.are~ ~override~
 READ_LONG 0x70 nf //Container offset
 READ_SHORT 0x74 nc //Container count
 FOR (i1 = 0; i1 < nc; i1 += 1) BEGIN
READ_SHORT (i1 * 0xc0 + nf + 0x20) xc //X coordinate
READ_SHORT (i1 * 0xc0 + nf + 0x22) yc //Y coordinate
PATCH_IF (xc = 541) AND (yc = 668) BEGIN
  WRITE_SHORT (i1 * 0xc0 + nf + 0x20) 550
  WRITE_SHORT (i1 * 0xc0 + nf + 0x22) 627
END
 END
BUT_ONLY_IF_IT_CHANGES

Edited by Miloch
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If you change it to 550,627 does it work too?

 

Y 627 makes it impossible to force open and the natural flow to the crate is messed up (meaning you get stuck on the way). I found that when you move the Y value is messes that flow up always, so I've now found X 544 Y 668 to be working great. So just moving the X value by 3 seems to do the trick with you being able to loot it without the guards being summoned and also being almost identical to the original location.

 

Edit: Easier than I thought - I just pinched some existing code that was similar:

COPY_EXISTING ~ar3357.are~ ~override~
 READ_LONG 0x70 nf //Container offset
 READ_SHORT 0x74 nc //Container count
 FOR (i1 = 0; i1 < nc; i1 += 1) BEGIN
READ_SHORT (i1 * 0xc0 + nf + 0x20) xc //X coordinate
READ_SHORT (i1 * 0xc0 + nf + 0x22) yc //Y coordinate
PATCH_IF (xc = 541) AND (yc = 668) BEGIN
  WRITE_SHORT (i1 * 0xc0 + nf + 0x20) 550
  WRITE_SHORT (i1 * 0xc0 + nf + 0x22) 627
END
 END
BUT_ONLY_IF_IT_CHANGES

 

So that is patching it with WeiDU? That would have taking a while for me to figure out haha. If I even could. :)

 

Flunders

Edited by Flunders
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so I've now found X 544 Y 668 to be working great.
Weird. That is still pretty far south of the actual location, but if that's what works, that's what works.
So that is patching it with WeiDU? That would have taking a while for me to figure out haha. If I even could. :)
Yeah. It might look like hieroglyphics, but it isn't as hard as it looks. That particular type of patching takes more math skills than anything else. I have no such skills; however, I have petty thief skills, so I just stole someone else's code (probably CamDawg's) and changed a few things. You can do the same if you want to mess around with it - all you need is the BACKUP, AUTHOR and BEGIN flags before that code (look at any mod .tp2 file for examples), and you can install it and change things with it yourself (provided you also copy a WeiDU .exe or that from another mod and rename it to the same name as your .tp2 file, so that you can install and uninstall it).
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so I've now found X 544 Y 668 to be working great.
Weird. That is still pretty far south of the actual location, but if that's what works, that's what works.

 

Well the original location was 541 668 and I only changed the X value by 3 points to 544 so you can't even notice the difference in location... it's very similar.

 

Aye, I'll have a look at the WeiDU stuff. :)

 

P.S. It's ok to spam this thread right? lol I mean with all these silly bugs (cos i have a few more silly ones) ... i just want a perfect game haha :devil:

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P.S. It's ok to spam this thread right? lol I mean with all these silly bugs (cos i have a few more silly ones) ... i just want a perfect game haha :)
Sure, you can keep posting here for now. Though it will be better to use separate (or existing) threads in the fixpack forum, but unfortunately that needs CamDawg to give you access. Feel free to PM him about it too (he didn't respond to mine). In the meantime, if you want to get started proofing the textpack or anything, I can probably put it on my server and send you some links.
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I'll give Cam a shout!

 

Send whatever you need me to read/test. :)

 

EDIT: I'll refrain from spamming here too much then. I'll just document what I find/fix then post it if I get access to the BG1 forum.

Edited by Flunders
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The first one is located in the Red Sheaf Inn at Beregost. The crate to the right as you enter is impossible to loot without being caught, even if everyone is dead in the Inn.
Saw you took care of this one....

 

The second bug (may not be a bug) is also located in Beregost. Directly south of Red Sheaf Inn there is a small house with blue roof (AR3309.ARE). Inside, the closest commoner doesn't ever move, therefore making it also impossible to loot the box without getting caught. Stealing aside, just the fact he doesn't ever move seems strange. But maybe he was designed to never move but the fact that every other NPC inside homes usually always moves.
I looked at this one. I would say that it is intentional as the one that does not move tends to have dialog lending itself to that of a butler who would remain standing near the door. But that is just my own thoughts....
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Now that the BG1 Tweaks is up for testing, I'm back to good ol' Baldur's Gate for playing/testing. If you need an extra pair of hands/eyes/whatever, I'm on the available list.

 

We need to make sure the tweaks don't overwrite the fixpack stuff, so can you get me access to the workroom?

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Now that the BG1 Tweaks is up for testing, I'm back to good ol' Baldur's Gate for playing/testing. If you need an extra pair of hands/eyes/whatever, I'm on the available list.

 

We need to make sure the tweaks don't overwrite the fixpack stuff, so can you get me access to the workroom?

I sent a pm to an admin asking to allow you access. You will get a carbon copy as well.

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Thank you for the fast reply and the link. One question though, are baldurdash and/or dudley fixes included in this fixpack?

I've wondered that myself, actually. Just looking briefly at the code, I think there's a lot that hasn't been included yet. But I could be very wrong about that.

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