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DavidW

Gibberlings
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Everything posted by DavidW

  1. It's totally appropriate, not a problem at all. And I'll post the sourcecode when I get a chance. (But at least *my* modding style requires that I basically keep track myself of any modifications to the source code, otherwise I just get confused.) On patches rather than sourcecode changes for intermediate releases, this is mostly because compiling the sourcecode to produce the distributed mod is a complete nightmare (largely due to poor design choices in my original code way back when). It's not realistic for me to do that, and to upload the 20MB result, every time something gets changed.
  2. Thanks. This is (almost certainly) a one-line typo in the script-conversion routine. Will fix for v9.
  3. Don't bother, tbh. The v9 sourcecode is likely to be fairly substantially rewritten anyway, and our pattern for v8.x, like v7.x, is probably to produce after-installation patches instead of changing the underlying sourcecode. But I'd be keen to know what the actual problem is.
  4. It has it but it doesn't use it, at least where SCS is concerned. The relevant SCS targeting block is OR(2) HPPercentLT(scstarget,75) !CheckStatGT(scstarget,12,Level) OR(3) HPPercentLT(scstarget,50) Class(scstarget,MAGE) Class(scstarget,MAGE_THIEF) The player only has access to the Barely Injured/Injured/Badly Injured/Near Death categories, so in SCS, so does the AI. (This is ancient code and in hindsight I might redesign it slightly, but I'd keep to the general principle.)
  5. I'm relatively sparing about immunity to Imprisonment - but I think dragons get it as part of "standardise dragon immunities". For AI use, I had a feeling there are easier ways to block Maze than imprisonment - but perhaps I misremember? (One of the Easter Eggs in SCS is an area where a spellcasting opponent has Imprisoned a group of balors as a counter to Freedom cast by the party...)
  6. Hmm, hihihi, didn't see that, wish I had actually had ... no you can't hurt me. And I think my idea has merit. I think I just said "for the 34th time" or something. I've made this point lots of times before - but that's inevitable given the medium, and I wasn't actually irritated and didn't want to convey that I was. (I am capable of getting actually annoyed in a forum discussion and don't mind saying so when I am, but I wouldn't want to suggest I was when I wasn't!)
  7. I am not in a position to alter the memorization choices of SCS mages as regards defensive spells in response to SR, because I need the same set of choices to work on SR and vanilla installs. Ultimately SCS is and will continue to be written for the vanilla spell system first and foremost. Over the years I have gone quite a long way to also allow for SR, but going this far is more work than I'm willing to do. (Edited to tone down excessive exasperation!)
  8. Version v1

    381 downloads

    This is an alpha version of my "Stratagems Functional Overlay" function library for WEIDU. I'm putting it here mostly to facilitate a couple of requests for the iterative resource checker. Use at own risk (hardly anything is documented at present).
  9. I can't help you with installing TotLM (I've been using the GoG version for ages). Savegames: I don't know. You could try; it probably won't crash on load but you might find some variables mis-set, which could break quests.
  10. It's in the readme, but you're right that it could stand to be mentioned on the forum instructions too. I've added it. Oooh yes.
  11. Words cannot express how much of a mess that would make! However, if you keep your savegames and move them into a new install it'll probably work.
  12. Looking at the reports so far I'm a little concerned that some bits of v8 may have been broken. I don't immediately have time to look at it (and I suspect neither does Cam) but possibly anyone who's only playing recreationally might do better to stick with v7 just for now.
  13. If it helps (and as I noted in my bugfix list) I do recall them, very clearly, in the vanilla game. (It's faintly possible we have different versions.)
  14. Grogerson - can you have a look at the "final v7 bug list" on the forum? Some of these things are on it, either because I don't think they're bugs (the shadow in AR3000) or because they're unfixable (Gerth's keys).
  15. That didn't take long. The world map doesn't work in HoW-only games. Edit: I'm an idiot. It works fine, but you don't have anywhere to go until you've learned the location of the barbarian camp. I'd forgotten how stingy IWD is at giving you map locations.
  16. Version v8.0

    2,241 downloads

    This is the fixpack/tweakpack supplement to the IWD-in-BG2 core conversion. Version 8 of Icewind-Dale-in-Baldur's-Gate-II, a conversion project to play IWD in the BG2 engine, is now available. This is a joint project, mostly by CamDawg and DavidW with lots of community help. I'm going to go out on a limb and say that version 8 is recreationally playable (version 7 basically was, and this version should be a big improvement). The usual warnings apply, though: it's a beta, and almost certainly still has some bugs. To install, you should first download both IWD-in-BG2.exe itself (warning: it's about 20MB) and the IWD-in-BG2 Fixpack/Tweakpack. The install process is fairly simple (honest). Run IWD-in-BG2.exe and choose to install it in a new directory. (The default is C:\Games\IcewindTutu, but anywhere you'd install BG2 is fine - i.e., not your Program Files directory.) On prompting, type in the path to your BG2 install. After a couple of minutes, you will be prompted to type in the path to your IWD install. Go and get a cup of coffee, as the rest of the process takes 10-15 minutes or more. About 5 minutes into this process, the end movie of HoW will play. Turn away from the screen and put the sound down, if you don't want spoilers! Once the install is complete, run the fixpack/tweakpack, install in the same directory as your IWD-in-BG2 installation, and follow the on-screen instructions. To play, just run bgmain.exe in your IWD-in-BG2 directory. Note that if you want to create more than one character yourself (rather than playing with the basic NPCs included in the fixpack/tweakpack, or with Kulyok's Icewind Dale NPC mod), you should save immediately after starting the game move your savegame folder from the MPSAVE folder to the SAVES folder 3.reload your savegame in single-player mode You should be able to use the widescreen mod with IWD-in-BG2; you should also be able to use Kulyok's Icewind Dale NPC mod and CamDawg's IWD Item Upgrade and IWD Unfinished Business mods. Other mods that introduce kits and tweaks may also work, but are at own risk currently.
  17. And here's the changelog: •Incorporated the range of bugfixes in FP 7.1-7.13 - see here, with the most substantive changes (as opposed to isolated bugfixes) listed below. •Updated WEIDU and ToBEx. •Incorporated the new IWD fixpack. •Blocked HLAs. •Systematically restructured the way hidden creatures are handled - they are now spawned by the area script, a la BG2. •Innates now correctly set as L1, and thus useable. •Moved over to using ToBEx to remove BG2 spells. •Stopped imposing the SoA level cap. •Fixed the broken sahuagin animations that were causing crashes in the Temple. (Some but not all of these were fixed in v7.) •Hopefully (touch wood!) eliminated map crashes. •Corrected the implementation of Infinity Animations to avoid some crashes. •Hjollder is no longer invisible after wind walking. •The Spectral Heroes in the Luremaster's Keep now spawn correctly, with new ones appearing once old ones die. •Various ilusionary walls have been filled in with actual stone. •Seth (and others) should now leave the area properly when they try to. •Hobart isn't duplicated in the Whistling Gallows. •Cavaliers can use gloves. •Eldathin now use their spells correctly. •Stair triggers in AR6004 now display correctly. •Certain priest spells marked as unusable by non Lawful/Chaotic characters are now correctly marked as unusable by non-GoodEvil characters. •Fixed the Staff of Moradin's Breath and the Bone Talisman. •Corrected some glitches in the conversion of Stoneskin. •Difficulty-related spawning should now happen more smoothly. •Ice Storm now duplicates the effect of the BG2 version. •Corrected a bug in the projectile converter whereby ally-only effects were affecting both sides. •Slightly tweaked the way the new resources are distributed (the override directory will now start out empty. •Proficiency string converter is now idempotent (all components run during Easy-type installation need to be or wackiness ensues). •Got a couple of days in to a systematic recoding and modernising of the hideous tangle of code that this mod has begun before realising I'd seriously underestimated the time needed. Another time...
  18. Version 8 of Icewind-Dale-in-Baldur's-Gate-II, a conversion project to play IWD in the BG2 engine, is now available. This is a joint project, mostly by CamDawg and myself with lots of community help. I'm going to go out on a limb and say that version 8 is recreationally playable (version 7 basically was, and this version should be a big improvement). The usual warnings apply, though: it's a beta, and almost certainly still has some bugs. To install, you should first download both IWD-in-BG2.exe itself (warning: it's about 20MB) and the IWD-in-BG2 Fixpack/Tweakpack. You can download IWD-in-BG2.exe here and the fixpack/tweakpack here. The install process is fairly simple (honest). Ensure you have a full install of Icewind Dale, including Heart of Winter and Test of the Luremaster, and a full patched install of BG2 including Throne of Bhaal. Run IWD-in-BG2.exe and choose to install it in a new directory. (The default is C:\Games\IcewindTutu, but anywhere you'd install BG2 is fine - i.e., not your Program Files directory.) On prompting, type in the path to your BG2 install. After a couple of minutes, you will be prompted to type in the path to your IWD install. Go and get a cup of coffee, as the rest of the process takes 10-15 minutes or more. About 5 minutes into this process, the end movie of HoW will play. Turn away from the screen and put the sound down, if you don't want spoilers! Once the install is complete, run the fixpack/tweakpack, install in the same directory as your IWD-in-BG2 installation, and follow the on-screen instructions. To play, just run bgmain.exe in your IWD-in-BG2 directory. Note that if you want to create more than one character yourself (rather than playing with the basic NPCs included in the fixpack/tweakpack, or with Kulyok's Icewind Dale NPC mod), you should save immediately after starting the game move your savegame folder from the MPSAVE folder to the SAVES folder 3.reload your savegame in single-player mode You should be able to use the widescreen mod with IWD-in-BG2; you should also be able to use Kulyok's Icewind Dale NPC mod and CamDawg's IWD Item Upgrade and IWD Unfinished Business mods. Other mods that introduce kits and tweaks may also work, but are at own risk currently.
  19. IWD-in-BG2 v8 will be available in a few minutes, so here's my rundown of all the extant bugs on this forum from v.7.0-7.13. This is most (but not quite all) of what got fixed or tweaked in v8. As always, thanks to everyone who submitted reports, and in particular, huge thanks to Grogerson for exhaustive reporting. Fixed in v8 Wall issues in AR6004, AR6013, AR8012, AR9700, AR9709, AR9710 The Eldathin now correctly use their spells. Various creatures which were missed off the hidden-creature code now spawn correctly. Fixed some glitches in Stoneskin conversion. The bone talisman now has the right number of charges. Difficulty-related spawning should now happen more smoothly. Some more broken sahuagin crossbow-user animations, which were causing crashes, are fixed. This should resolve the crashes in the Sahuagin temple and the final battle with Icasaracht, which are (I hope) the last extant crashes. Cavaliers can use gloves Priest spells marked as unusable by LCneutral creatures are now correctly marked as unusable by GEneutral creatures. Hjollder is no longer invisible when you return to Kuldahar. Stair triggers in AR6004 work correctly. Hobart isn't duplicated in the Whistling Gallows. Luremaster's spectral heroes now spawn correctly. Seth (and others) should now leave the area correctly when they try to. Emmerich does not randomly appear in Lonelywood. Moradin's Staff now works. Projectiles aren't setting their targets right - Haste, Horror differ from their BG2 equivalents and at least Haste has noticeable consequences. The thieves in Dorn's Deep near Seth are malfunctioning due to awkward interactions between IWD fixpack and IWD-in-BG2. IWD fixpack has radically recoded this since v7, so I think it should be good now. Possible bugs that I've left unfixed Various reports that pickpocketing gives slightly different results in IWD-in-BG2 than in vanilla. I'm not convinced I care. Not Bugs/No Action They're there in the vanilla game too. (I have a vivid memory of meeting the first shadow when I first played the game!) This is Chameleon Power; they're supposed to use it. So far as I can see it's functioning as it did in vanilla. This is intentional and is a limitation of the BG2 engine. In IWD you can't shoulder creatures out of the way; in BG2 you can. So the only way for the Ice Golems to function correctly (that I can think of) is for them to go hostile when you approach. Unfortunately the BG2 "plot-critical" flag also makes items unsellable, unlike in IWD. So if the keys are made sellable, keys left lying around could disappear, which breaks the game. So I don't think I can fix this. Yes, it's vanilla. I can see a pretty good case for them being blue, but actually, they're red but non-hostile in the vanilla game. The ones in AR5202 and AR5203 don't attack unless attacked first (though Denainy in AR5201 gives you some motivation). Cannot reproduce Can't reproduce. Can't reproduce (and it *should* be impossible on the new version.) Can't reproduce, so I'll write it off as a glitch. Can't reproduce, and looking at the dialog files it oughtn't to be possible. If you can reproduce it let me know. I've looked around, but I can't find it. If you can reproduce it, give me its coordinates. I can't reproduce this even using Grogerson's savegame, so I have no idea what's going on here. Graphics card issue of some kind? If anyone EXCEPT Grogerson gets this bug, I'd really like to know. Their help script is restricted to that group and not shared with the beetles, so I *think* one of them must have been caught sight of or something. (If you can reproduce it, let me know.) They're all okay on my install. Can't reproduce. On my install they're over the water. [various problems with wild mages] They're fine on my install. It seems basically okay to me. Can't reproduce nor understand; if it happens again, send me a savegame.
  20. Version 24 of the unified Sword Coast Stratagems is now released - see this thread for details. As I announced six months ago, I've combined SCS and SCSII into a single download package, mostly for ease of maintenance and future-proofing. Once I've confirmed this version installs okay on other peoples' systems I'll probably strip the beta flag from it and merge the forums and project pages.
  21. Have you thought of adding some of the IWD class progression? (Druid's modified shapeshift, paladin smite evil, etc). There's code in the main IWD-in-BG2 converter somewhere.
  22. Many of these can probably be back-ported into IWD-in-BG2.
  23. Just to be clear (since I've confused a couple of people): you can still install SCS on a BG2-only game. The reason for the merger is that there was already a very large amount of common code and it was getting to be a complete nightmare remembering what had been changed where. I absolutely don't intend to stop supporting any existing SCS or SCSII install configuration. (My own preferred playstyle is still BG1TUTU and then BG2).
  24. Version 21 of Sword Coast Stratagems II is the last version of SCSII that I'll release. As of version 22, SCS and SCSII have been combined into a single mod (which is also compatible with BG:EE), and I'm using "Sword Coast Stratagems" as a title for that combined mod. Information about (and a download link for) version 22 of SCS is available here. As noted, it's a beta release. Combining both versions of SCS(II), adding BG:EE compatibility and rewriting the code base for future maintenance ease was a fairly big project, and I'm sure it's introduced bugs. If stability is your top priority you might want to stick with SCSII v21 for now.
  25. They're not equivalent. Scenario: there are two PCs, one protected by Spell Trap and one not .What the script needs to do is find the nearest PC who is not protected by Spell Trap. The standard SSL-compiled code looks at the nearest PC to see if they're protected. If they aren't, cast at'em. If they are, look at the next PC. Your code first just finds the nearest PC. If that PC isn't protected, cast at'em. If they are, give up.
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