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igi

Gibberlings
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Everything posted by igi

  1. igi

    ADD_AREA_TYPE !

    There was a handy discussion in the Aran Whitehand forum which made some suggestions for area types (rather than "this area was added by mod x") - I believe the summary was: 256 SHOP Can buy/sell items 512 TEMPLE Can purchase healing spells 1024 TAVERN Can purchase drinks (rumours) 2048 INN Can rent a bed 4096 STRONGHOLD Player stronghold 8192 EXTRAPLANAR Outside the prime material plane 16384 - Unused 32768 - Unused
  2. The SHS staff are looking into this, though there's no ETA on the site coming back up. In the meantime, you can check the SHS github organization if you want to download hosted mods: https://github.com/SpellholdStudios/
  3. There are 4 BAM files that ship with the game, tvrnqul0 through tvrnqul3. The 2 tavern quality bits indicate which of these 4 BAM images are displayed on the drinks section of the store. I believe all stores in BG1 have neither flag set, and so show image 0 (a pint mug). The image below has both flags set, and shows image 3.
  4. Version 1.0.0

    6,024 downloads

    CCIE Creature Creator for the Infinity Engine (CCIE - Cre-key) is a small tool to aid in the creation of .cre files for Infinity Engine games. Currently only Baldur's Gate (including TotSC) and Baldurs Gate II (SoA or ToB) are supported, although it is possible the tool will be expanded to support the other IE games. DFC Dat File Converter (DFC) is a small tool to convert the .dat files used by DLTCEP/IEEP etc. to plain text file, preserving only the opcode names. The resultant list can then be printed and used as a cheat-sheet, or summary sheet for the effects available in the game. The converter works with the .dat files for BG, BG2, Ps:T, IWD and IWD2 (in fact the converter works for all files using the .dat format). DFC2 Dat File Converter 2 (DFC2) is a small tool to convert the .dat files used by DLTCEP/IEEP etc. to HTML files, in the same format as used in the IESDP. The converter works with the .dat files for BG, BG2, Ps:T, IWD and IWD2 (in fact the converter works for all files using the .dat format). ECIE EFF Creator for the Infinity Engine (ECIE - pronounced e-key) is a small tool to aid in the creation of .eff files for Infinity Engine games. Currently BG:TotSC, BG2:SoA and BG2:ToB, IWD (and add-ons) are supported (i.e. games using EFF V2 files), although it is likely the tool will be expanded to support the other IE games. IAPU IAPU is a small tool to unpack files which have been packaged in the .iap format. Rather than requring the loading of a program, and the use of commands in layers of menus, or running a self-extracting archive, IAPU allows the contained files to be quickly extracted to the current directory, preserving relative directories. Text associated with the contained files is not extracted and is not added to the dialog.tlk file. ICIE Item Creator for the Infinity Engine (ICIE - pronounced ick-e) is a small tool to aid in the creation of .itm files for Infinity Engine games. Currently BG:TotSC, BG2:SoA and BG2:ToB, IWD (and add-ons) are supported (i.e. games using ITM V1 files), although it is likely the tool will be expanded to support the other IE games. ITFC The igi Tool for Cam is designed to dynamically build spells that invoke a series of 'Can't Use Item' opcodes based on the contents of a folder. SCCIE Scroll Creator for the Infinity Engine (SCCIE) is a small tool to aid in the creation of .itm files for Infinity Engine games, specifically scrolls used to learn/cast magic spells. Currently BG:TotSC, BG2:SoA and BG2:ToB, IWD (and add-ons) are supported (ie. games using ITM/SPL V1 files), although it is likely the tool will be expanded to support the other IE games. SCIE Store Creator for the Infinity Engine (SCIE - pronounced sky) is a small tool to aid in the creation of .sto files for Infinity Engine games. Currently only BG, BG:TotSC, BG2:SoA and BG2:ToB are supported (ie. games using STO V1 files), although it is likely the tool will be expanded to support the other IE games. SIIE Store Inserter for the Infinity Engine (SIIE - pronounced sigh) is a small tool to aid in the distribution of .sto files for Infinity Engine games. Currently only Baldur's Gate II (SoA or ToB) is supported, although it is likely the tool will be expanded to support the other IE games. SPCIE Spell Creator for the Infinity Engine (SPCIE - pronounced Spikey) is a small tool to aid in the creation of .spl files for Infinity Engine games. Currently only BG, BG:TotSC, BG2:SoA, BG2:ToB and IWD (with add-ons) are supported (ie. games using SPL V1 files), although it is likely the tool will be expanded to support the other IE games. TBGU TBGU is a small tool to unpack files which have been packaged in the .tbg format. Rather than requring loading of a program, and the use of commands in layers of menus, TBGU allows the contained file to be quickly extracted to the current directory. Text associated with the contained file is not extracted and is not added to the dialog.tlk file. Currently .tbg V4 files are supported, although it is likely the tool will be expanded to support the other .tbg formats. VCIE VCC Creator for the Infinity Engine (VCIE - pronounced vick-e) is a small tool to aid in the creation of .vvc files for Infinity Engine games. Currently BG, BG:TotSC, BG2:SoA, BG2:ToB and IWD (and add-ons) are supported (ie. games using VVC V1 files), although it is likely the tool will be expanded to support the other IE games.
  5. No fully populated magical problem solving super wiki has sprung into existance, so this thread is heading to the archives.
  6. CHU dictates the layout of screens, backgrounds are mainly MOS files, and interactive controls (e.g. buttons) are mainly BAM files. I'd recommend editing them all; having a new menu and chargen screen really spices things up, IMHO.
  7. I can't give any specific details (no IE games are installed on this laptop, and I'm terribly lazy these days), but all those things are very possible.
  8. I like this idea, and it's why I have resisted putting some information into the IESDP - it doesn't belong there. A linked resource containing such info would be useful, as long as there is clear separation of what goes where.
  9. My only other concerns with a wiki would be: a) The IESDP may lose focus. As it is is is a reference for modders which (hopefully) has some central structure to it. If it were a wiki I feel it would rapidly expand to cover extreme edge cases in depth, becoming less useful to a more general audience. I would argue that e.g. a four paragraph description on the True() trigger is probably more than most people are looking for. b) Inconsistency. The IESDP is currently internally consistent in its IE language (feature block, extended header etc.) and technical language (we always start counting from bit 0 etc.). Also, I'd have to ritually murder a kitten every day if the grammar reverted to anywhere near its previous standard. While I enjoy maintaining the IESDP, it's also quite soul destroying to see the contant criticism and sniping - if it does become a wiki I may take the oppotunity to relinquish my duties completely.
  10. It has been considered. It's not happend yet due to the following factors: a) No-one has sufficient inclination to find time to do it b) The majority of the IESDP is table based, which is probably the hardest thing to do in a wiki c) There are likely to be issues related to the downloadable copy of the IESDP d) I'm unsure whether the group of people trust-worthy enough to have write access would make it a wortwhile investment of time e) The current forum structure serves a role as a storing house while information is verified Other than that, it's a good idea.
  11. Just a quick note to apoligise for my lack of being around the past few weeks. I'm afraid it will continue for a few more weeks. However, keep posting, I'll upadste the IESDP when I get more time.
  12. I've updated the original post, and added this one 229? 230? 245: CheckForBerserk 271: SummonDisable
  13. Hurrah! Hurrah. So, is it done yet? Does this forum replace the source-forge one, or suppliment it?
  14. Who knows? I'm pretty religious about marking off bugs I've fixed though.
  15. I didnt report it, I fixed it I would fix more things, but as you say, a lot will be affected by this uber-dialog/script fix, so it seems a bit pointless until the threads are updated and the fixes are tested.
  16. Can we stop holding off dialog/script bugs, now that weidu v168 is out?
  17. igi

    Progress

    It's January - hurrah! Are the plans for PoW still being developed?
  18. http://www.mcwrench.com/forums/index.php?showforum=6
  19. Research topics: If you have some free time, and want to be world famous forever (well, you'll have your name in the IESDP credits list), have a look at this post, which contains a partial list of unknowns, and maybe investigate something... ToB opcodes 0x005: param1 (0,*), param2 (0-5,1000-1005), dices, timing (1), 0xCC (!0) 0x012: param1, param2 (0-5), dices, timing (1,*), 0xCC (!0) 0x027: timing (1,*), 0xCC (!0), duration // 0xCC checked if timing != 1 0x035: param1, param2 (2), timing (1,*), 0xCC (!0), param3 (if 0xCC == 0, else overriden) 0x043: param2 (0,1,3,4,5,*), resource, duration, param5, timing (1) 0x047: param1 (lb), param2 (0,1), timing (1), 0xCC (0) 0x081: param1 (lb), param2 (lw), 0xCC (!0) 0x087: param2 (0,*), resource, 0xCC (0,*), param3, param1 (lw) (p1 + p3 overridden in some paths) 0x091: param2 (0-2), 0xCC (!0) 0x0B1: param1 (0,*), param2 (2-8), resource, duration (copied), timing (copied), 0xCC (copied), param3 (0,*) (bool) 0x0E8: resource, param5, 0x78, param2 (0-11), param1 (0-3), param3 (!0), parent resource (if res_type == 1) 0x0EA: param1 (lb:0-9), param2 (lb:0-3|uw), parent resource (if res_type == 1) 0x0EC: param2 (1-3), duration, 0xCC (!0), timing (copied) 0x100: resource, param5, 0x78, param3 (!0), parent resouce (if res_type == 1) 0x10D: param1 (lb), param2 (1,*) (1 uses p1 + negated p1), duration 0x126: param1 CRE Format 0x002a 0x0076 0x0084 STO 0x0010 - bits 7,8, 11 0x0024
  20. The Infinity Engine Structures Description Project (IESDP) is an effort to document the Infinity Engine. The IESDP contains information on file formats, opcodes, scripting and more. It is the central point for technical information relevant to modding the Infinity Engine. The IESDP is currently maintained by igi, though there have been several custodians in the past, and even more contributors. The IESDP is hosted by The Gibberlings Three, and can be found at: https://gibberlings3.github.io/iesdp/ There is also an IESDP update forum, where you can post contributions, questions, updates, queries and postulations: https://www.gibberlings3.net/forums/forum/54-iesdp-updates-and-info/ If you want to contribute to the IESDP, check: - this forum for posts with info that hasn't been included yet (once done, threads get moved to the archive) - the issue queue: https://github.com/gibberlings3/iesdp/issues - this post for a selected list of research topics: https://www.gibberlings3.net/forums/topic/1696-research-topics/ If you have archives of any posts or information from the TeamBG IESDP update forum, which had *not* been moved to the IESDP archive forum, please post them on this forum. A summary of those missing topics is located here: https://www.gibberlings3.net/forums/topic/1689-missing-threads-from-the-tbg-forum/ /igi
  21. The IESDP did used to contain the prefix list, iirc. But it became out of date, with the up-to-date copy on the TBG forums, so I just put a link to there instead.
  22. igi

    The IESDP

    Lo folks, IESDP stands for Infinity Engine Structure Description Project. It's a site dedicated to explaining the Infinity Engine from a modders/developers point of view. The IESDP has been around in various incarnations for several years, and has lots of information on almost everything, from scripting triggers/actions to file formats, to area filename lists, and more besides. Go and look at it (http://iesdp.teambg.net/). If you have any comments, spot any errors, want to contribute, or complain, pop over to the IESDP update forum: http://www.teambg.net/forum/?board=28 /igi (current maintainer)
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