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DavidW

Gibberlings
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Posts posted by DavidW

  1. The compiled script doesn’t care what’s in the IDS file. The IDS file just helps translate human-readable text into a compiled script. 

    Edit: my mistake- as Kjeron points out below, dlg files are the exception , since the text there gets compiled at runtime. Apologies.

  2. On 11/9/2019 at 3:19 AM, jastey said:

    Is it possible that SCS 32.7 uses the EE face orientations (i.e. letters instead of numbers)? If not, sorry, then this is changed by something else.

    If yes: this makes it impossible to install on BGII/BGT.

    @jastey (replying very belatedly to this):

    It does use the EE orientations, but there's nothing about the EE engine that makes it possible. It just has to be entered into the .ids files. SCS does it like this:

    Quote

       COPY "%scsroot%/lib/dir.ids" override
       COPY_EXISTING "action.ids" override
             REPLACE_TEXTUALLY "Face\*)" "Face*DIR)"
       BUT_ONLY

    If it's not working, or if I'm missing something, let me know, but the mod passes install checks on BGII/BGT.

  3. On 5/20/2020 at 10:20 PM, DavidW said:

    I don't think I did state that. I stated compatibility with SR, not SRR.

    I agree, this is clearly an AI issue. It's complicated by the fact that Planetars have SR-dependent AI. Will check.

    Following this up: In SR, summoned Planetars are assigned their own AI; SCS doesn't change that assignment or alter the AI. So if there's an AI problem here (and actually I couldn't reproduce the issue) it's internal to SR, unless I'm missing something fundamental.

  4. I can reproduce this: it's a clash between the Innate HLAs component and Smarter Mages - they work fine on EE but cause CTD on vanilla.

    The workaround is not to use both Innate HLAs and Smarter Mages/Priests on v32 and a non-Enhanced install. There will be a fix in the next version.

    (It's interesting that more people haven't reported this! - says something about how few people in the community still play the original game, I guess.)

  5. I've now tried to reproduce the Monk CTD problem with Monastic Orders and again can't do it- it's working fine on my install.

    Either your install has somehow got corrupted, or it is some subtle compatibility problem. All I can suggest is that you reinstall and, if the problem persists, try altering your mod stack to see what makes a difference.

  6. I would either

    (a) ask on the Beamdog forums, where there are quite a few players who do no-reload SCS runs (they seem to hang out there more than here); or

    (b) decide that particular battle is badly balanced for your personal play style, and turn the difficulty down for it. 
     

  7. On 5/13/2020 at 1:12 AM, Cahir said:

    @DavidW while you're having a small modding window and checking Ascension stuff, could you also look into those installed with warnings me and @4udr4n reported couple of posts up? We're not sure if those are harmless or may produce some unwanted results in game.

    Thanks in advance! 

    They're mostly harmless.

    spwi418d and halb11 are completely harmless: it's SCS trying to correct problems that aren't there on SR/IR installs in the first place.

    scrl07 is SCS trying to apply some patches to Protection from Magic scrolls, and getting confused because IR has altered how those scrolls are coded. The patches aren't applied but the consequences will be minor at worst.

    The 'include without an argument' is a warning from SFO, the set of function libraries in which SCS is written. It points to a function that isn't actually being run - in this case, the function to make Time Stop detectable. That will cause some minor AI glitches (though not if you're using Ascension 2.0, since it uses the same function and installs it correctly).

    All this will be fixed in the next release in any case.

  8. Version Beta 6 of IWDification is now released. This is a very minimal update - it just corrects a nasty logic bug on Enhanced Edition installs that (unless you installed components one at a time) messed up the animations, prevented Giant Insect from installing, and broke SCS compatibility.

    EDIT: And it adds an updated French translation!

    This mod is basically CamDawg's baby, not mine (I wrote a lot of the code it's based on for IWD-in-BG2, but he turned that code into something self-contained). So I haven't tried to do a more systematic trawl for bugs.

  9. Physical Mirror reflects the ARROWFLM projectile, which is used by vanilla Flame Arrow and also by some, but not all, of SR Flame Arrow's secondary spells. So I think (I admit I haven't tested it in-game) that Flame Arrow will be rather inconsistently reflected by Physical Mirror, which I assume is unintentional.

    (The same will be true for Entropy Shield if IWD spells are present, though arguably that's not your problem.)

  10. 11 hours ago, Cahir said:

    @DavidWdo you plan to release SCS update during your current modding window? If yes, how much time do you think you need to do it? I'm asking because I'm about to run a large EET installation, but I'm inclined to wait a week or two if this is the case. 

    It is fairly likely that I will release a new SCS (little or no new content, but lots of bugfixes) in the next 1-2 weeks. No promises, though.

  11. On 11/12/2019 at 3:16 PM, czacki said:

    also:

    EQzN8kS.png

     

    wasn't he supposed to be protected from "slay"?

    that was anticlimatic - took 1 blow (mace of disruption), died instantly.

    For my records as much as anything since the original comment is six months ago, but:

    This isn't a bug - as in, he was never supposed to be protected. But after some consideration, I'll probably add protection on the next SCS release. I was about to decide not to - it's no fun if your cool anti-undead weapon never works on powerful undead - but checking the AD&D Monster Manual, the Mace of Disruption explicitly doesn't one-shot a demilich. That swung it for me. (In SCS, AD&D source material doesn't get treated as infallible, but it does get treated as important.) 

  12. There are so many scripts (mostly) because I don't want to waste space and processing time including every HLA and class ability in the AI script. So (e.g.) kensai have their own script, and only that script uses Kai.

    If you look in genai/ssl/hla.ssl, that's where all the HLAs and kit abilities are kept. The various 'requireblock' bits make sure only certain bits of it get compiled for each script. 

    As for thieves: all thief multiclasses use the same script. (Under the constraints of the Infinity Engine AI, there's not much tactical difference between how thieves and fighter/thieves ought to fight.) (Greater) Evasion is listed in the HLAs (look in 'thief') but using it isn't implemented as of 32.8: that will change in the next release.

     

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