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Several issues


GhostNWN

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I was wondering.....are the random freezes of the game play caused by other bugs like dialog and stat problems or is it bad written code. It happens most when I get into battles or a lot of things are happening. Is this a common prob with everyone else too? Just curious.

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Symptom of many different actions and scripts being processed by the game engine at the same time. Sometimes this is because the scripts are *well* written code, from the standpoint of actually trying to get the most out of the engine, sometimes by code that hangs up looking for stuff that is missing/misspelled, etc. (Some folks consider "minimalism" well written code and others feel that "maximalism" or intense reconstruction of the AI is best... it is all one big balancing act between what you *can* do, what you *should* do, and what the player is willing to put up with in terms of delay :) ).

 

Case in point: SCS does wicked cool things with the AI. Processing all of that often results in a slight delay before the creatures you see respond. Many players will put up with this hesitation, (I welcome it!!!!) because they know that when the AI kicks in, it kicks @ss. Usually <CHARNAME>'s.

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Well I was playing BGII a few minutes ago and found out that larloch's minor drain causes a freeze. I installed the 2nd fix pack on Mac OS X 10.4.8 and a few miscellaneous fixes. Is there a cure on this or in the next next fix pack? Thanks.

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Do you have ToB installed, or do you only have SoA? Have you downloaded and installed the latest game update?

 

Make sure you have 3D support *disabled* (launch BGConfig and make sure that the "Use 3D Acceleration" option in the Basic pane is not checked).

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Now that I think of it, I do remember Avenger saying something about the physical speed opcode not being cumulative - if not, that would be something to look at for a fix (rebuild spcl143). It's basically meaningless once multiple apr can be had, but there's the BGT kensai who might need pampering.

 

// world's smallest violin playing for kensai.

 

/edit

 

Yep, not cumulative, automatically overwrites. I'll see if there's ill effect from

COPY_EXISTING ~spcl143.spl~ ~override~
 PATCH_IF (SOURCE_SIZE = 0xca) THEN BEGIN
READ_LONG  0x64 "ho"
READ_LONG  0x6a "eo"
READ_ASCII "ho" ~h1~ (0x28)
READ_ASCII "eo" ~fx~ (0x30)
FOR (READ_SHORT 0x68 "hc"; "hc" < 0xd; "hc" += 0x1) BEGIN
  INSERT_BYTES ("ho" + ("hc" * 0x28) + 0x00) 0x28
  WRITE_ASCIIE ("ho" + ("hc" * 0x28) + 0x00) ~%h1%~
  WRITE_SHORT  ("ho" + ("hc" * 0x28) + 0x10) ("hc" * 0x4)
  WRITE_SHORT  ("ho" + ("hc" * 0x28) + 0x20) "hc"
  INSERT_BYTES ("eo" + ("hc" * 0x58) + 0x00) 0x30
  WRITE_ASCIIE ("eo" + ("hc" * 0x58) + 0x00) ~%fx%~
  WRITE_LONG   ("eo" + ("hc" * 0x58) + 0x04) ("hc" + 0x1)
END
WRITE_SHORT 0x68 "hc"
WRITE_LONG  0x6a ("eo" + (0x28 * ("hc" - 0x1)))
 END
BUT_ONLY

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