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Miloch

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Everything posted by Miloch

  1. This is useful, thanks. Speaking of wall polygon flags, have you ever noticed the bit 4 "hovering wall" flag crashes the game sometimes? I kept getting this until I made it a regular "wall" instead (though it was, technically, "hovering" but I guess it doesn't matter as far as dithering): It was annoying, because this suggests (and has in the past) a polygon of under 3 vertices, and I had none like that (the one in question had 4).
  2. Existing house exterior: (I doubt even Hulrik realises how dangerous these mountains really are... now... .) Inside, we see that apparently Farmer Hulrik is quite the slob. Either that or xvarts ransacked his place .
  3. I think you're talking about the house on this map (South Beregost Road). I had added a "unique" interior for it in the next Aurora release. Hulrik's house (if it's his) is on this map (Lonely Peaks). There's nothing much wrong with it from the outside except the roof needs to be patched up a bit. There's another "unenterable house" by Fisherman's Lake, and a perfectly good house - I think Unfinished Business already added an interior for it. I think that about does it for unenterable buildings, except for the Gnoll Stronghold, and there's an interior for that in an alpha mod CamDawg and SimDing0 did some time ago (we're looking at possibly making it releaseable).
  4. Yeah, but it actually appears to be in good condition (FW3201). I might improvise by grabbing an interior from one of the IWDs and putting some junk on the floor where the roof has caved in.
  5. Eh... should be compatible but I haven't tested it there yet. Could be some nasty stuff with having to quarter BAMs etc., if you want vanilla BG1 compatibility. Gads I hate BG1's limited engine but I'll see if it's not totally out of the question. I think there should be perhaps at least one prisoner - maybe Hulrik's wife/daughter or something? Also I think it'd be cool if the ruined house was his and explorable. Though it may not contain much, it just bugs me when you can't enter obvious structures in the game. As yet though, I haven't found a decent "trashed house" type of map. Yes.
  6. So um... define "not too big." Because there's a rather sizeable cavern complex under the Lonely Peaks now.
  7. Those components are still there, if that's what you're asking. I'll attach the updated English readme. Bah! Why is it I can attach stuff sometimes but not other times? Anyway, try this link if it works. Also, here is the existing French readme.
  8. Yes that's easy, but I'll be adding at least one section (on how to install via a batch file) so stay awake . Well since I've kept you awake for a month, I'll try to describe what I updated in the English readme so you don't have to retranslate it all . Changed under "Compatibility": Changed under "Installation": Changed and added under "Components" (a lot of this first component is the same but I've revised it and added some bits, which I've italicised): Added under "Thanks and Acknowledgments": Added under "Version History" (which you have left in English, but here it is anyway): It would help if you can just update and attach your existing readme, that way I don't have to convert all the accented characters to HTML code, etc. Edit: typo (2nd cleric/thieves > cleric/rangers)
  9. Technically not (scroll down to lvl1npcs.zip ) but of course, there has never been a L1NPCs that messes with mod NPCs or dialogue either. Anyway, those strings don't make the job much harder, really... was just giving you a hard time . I'm not messing with references like to Edwin as "Red Wizard" anyway... presumably he could still be a member of that organisation even if someone changes him to sorcerer, antipaladin or whatever.
  10. It does on my BWP install. I believe it just uses a vanilla cring06.bam so I don't know why it wouldn't (then again maybe the BWP Fixpack already corrected it). As long as you're at it (in b!gavinj.dlg): His surname is misspelled many ways even in the vanilla game, but I believe the preferred spelling is Odesseiron. (And someone just *would* make it difficult for a L1NPC dialogue update by mentioning practically every NPC by profession .)
  11. About this string, is it like the BG2-Tweak-Pack component?It isn't like it - it is it (or rather, the proficiency tweaks can't be installed if that component from BG2 Tweaks is). I though vaguely of making it compatible but figured that would be stupid, because with BG1 proficiencies you're already getting a lot of "free" proficiencies because the categories are a lot larger (short swords and daggers are the same proficiency, for example). Anyway, cheers.
  12. It could probably be put in as a function at least, that way modders can call it only if they need it (mainly for displaying game text in a DOS window). Though like I said, it could also convert a .tra file with Windows codepage special characters to the DOS codepage (unless you have "transliterated" it to avoid those characters, as you've done in French). I had to add/change a few strings, I'm afraid, but I think we're reaching the end here, but for the readme update. There is an experimental dialogue updating routine based on the NPCs chosen class/kit, so it *might* be necessary to traify the male/female class/kit names for other languages. From what I saw of the German game, they don't even appear to be in dialogf.tlk. But I want to avoid that if possible, so for now I'm only traifying the one that is differently gendered in English (sorceress).
  13. It executes only when calling a GET_STRREF and then only if a LANGUAGE variable is matched, just like other sections of the code (such as the one you revised). Right now, that's French and Spanish. Like I said, if someone wants to get this working in something like Russian, they'll be on their own there. I am working with someone to test the Polish display - right now, testing seems to indicate Polish uses ó and Ó the same way the Western European ANSI codepage does (as in Spanish), with the same DOS replacements, so no harm in including those at least for Polish. I think WeiDU/OCaml can only be coded in ANSI (not Unicode) so I don't know if there's anything that can be done for the other special characters, but then I don't think the game is Unicode either, so maybe it's not an issue.
  14. This little piece of nastiness seems to pass mustard (yes I know it's "pass muster" - I like mustard better ): BACKUP ~0test/backup~ AUTHOR ~null~ BEGIN ~Test...~ NO_LOG_RECORD OUTER_SPRINT t1 ~Test Name: ¿Çüéâäàçêëè ÄÉôöù ÖÜáíóúñÑ¡~ PRINT ~%t1% (Before Substitution)~ OUTER_PATCH_SAVE t1 ~%t1%~ BEGIN REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~¿~ ~¨~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~¡~ ~­~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~à~ ~…~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~á~ ~ ~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~â~ ~Æ’~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ä~ ~„~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ç~ ~‡~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ê~ ~ˆ~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~è~ ~Ã…Â ~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~é~ ~‚~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ë~ ~‰~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~í~ ~¡~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ñ~ ~¤~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ó~ ~¢~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ô~ ~“~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ö~ ~â€Â~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ù~ ~â€â€~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ú~ ~£~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ü~ ~ÂÂ~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ä~ ~Ž~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ç~ ~€~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~É~ ~ÂÂ~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ñ~ ~Â¥~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ö~ ~â„¢~ REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ãœ~ ~Å¡~ END PRINT ~%t1% (After Substitution)~ I have no doubt the forum will figure out a way to hose that code, but it works locally, and should cover French, Spanish, German, Italian. There's a few characters I don't have in my codepage, mainly uppercase accented characters - maybe those get converted to regular characters already. Hard for me to test without being able to display those characters. Hopefully not to much of those in the French/Spanish games. A side effect is this will convert a .tra file written with special characters into one viewable in WeiDU/DOS. If your .tra file contains both WeiDU text and in-game text, you'll have to split it and convert just the strings you need viewable in the DOS window. Edit: code seems to display more-or-less correctly if your browser is set to View > Encoding > Unicode/UTF-8.
  15. Yeah, I figured that out on my own not long after posting that. Wasn't a new technique to me, since I was already using it to avoid adding new .tra strings in order to display NPC stats on the initial screen (so you know what they are before you mess with them): I just didn't expect that particular string to be gleaned from dialog.tlk. Ugh. Yeah, that didn't occur to me, though it should have since I already converted the Spanish .tra to use DOS-based special characters for the install prompts. I could write some nasty code to substitute them in these cases. It should be (relatively) "easy" for French, Spanish, etc., but I hope no one translates this to Russian or something, else they'll be on their own there . There's no requirement or advantage that I know of to using hex values over plain decimal. Sometimes, it's easier to read when comparing code with IESDP values (which are in hex). I was just using Infinity Talker to get the string refs (which returns them in decimal); perhaps Nythrun used some other tool.
  16. Cheers. Yes, I got the stuff in Isaya's file already. We could probably move some of those hardcoded class references from the .tp2 to the .tra file. I don't know if that functionality existed when Nythrun first coded this, but OUTER_SPRINT ~whatever~ @500000 should work now. Not sure if it takes regexp syntax but I would guess so. I was mainly wondering if you see other English text while installing the mod (like "points remaining"). I'm guessing the kit and proficiency names show up in your language? Still not sure where strings like "None of these things interest me" come from - I don't see a reference either in the tp2 or the tra file.
  17. One more hardcoded string I've traified: If you notice any more, let me know and we will traify them.
  18. Graoumf, can you translate these WeiDU strings too? Your .tra only goes to @-1024 so the install might be a strange mix of French and English without these (more info here). (Oh and just one real string I added:)@129550 = ~Classic Adventures installed: not relevant~
  19. Cheers, mate. I actually looked at and added most of these already, though I did not get around to TS. Also I probably missed a few RoT NPCs as I added only the ones it had in common with Drizzt Saga (which was a pain, because I did not want to do multiple components for the same NPC names, as there are way too many already). It shouldn't matter what generic gear they have, or even specific gear - if they have it in inventory already on their .cre files, it'll get handled automatically for the most part. It's the quest-type of stuff that only they can use and that they can get later that needs to be addressed - so stuff like ddves01.itm I already caught, but I don't know if I caught everything. Also any NPC-specific items look like they need to be added to another routine, even if they come pre-equipped. There are about 3 or 4 different spots in the code where specific NPCs need to be addressed (not just the specific NPC components). Probably more I've missed. Nythrun seemed to imply Valen was difficult, but her items were fairly straightforward, so maybe it's in innate spells or something I dunno. If I have to mess with that sort of thing it could get ugly . I'll admit it probably doesn't make sense to change some of these kits but that goes for vanilla NPCs too. Still, folks can use it to tweak proficiencies. I added a function that prints out the existing NPC's class, kit, stats and proficiencies, so maybe that helps people decide what to give them. Also added all other NPCs in this thread and a few others. These G3 NPCs haven't been added (the others have): - Amber - Auren Aseph - Mur'Neth - Sarah - Tyris Flare Only Iylos, Xulaye and Ninde are added from SHS (not counting megamods, which will be covered). I think we have all PPG NPCs (major ones anyway - not really worth IMO adding one-day NPCs). Nothing from CoM or other forums. If anyone wants support for any NPCs not covered currently, please get the modder to post here or post something that indicates the mod is public domain, open license or what-have-you. I don't really plan on chasing down a bunch of modders (apart from the few I know and asked - I don't really feel it should be necessary any more than modders have felt it necessary to ask the original game authors for their approval, but nor do I feel like dealing with any "imprecations" either ).
  20. I'll take a look at converting it in a bit. Since we figured out the .tis issue, that was the only big problem, and I already converted that. So basically I would just need to clean out the PST CREs and other references so you can put your own in there. All the IE games use basically the same area format except IWD2, so it should work for BG1 (in theory). Might want to cut off the north part of that area too (which I did not display above) as it's used for 2 tomb-looking skull rooms you probably don't want. Then again, we could just leave them too and make sure they're not accessible or visible from the southern part. You could even use them for something different later on, even somewhere completely different (like an evil temple's cellar) since they don't need to link to the same area. Now that I look at it again though, I could see a powerful xvart shaman lording it up there. Possibly a conclave of xvart shamans using those rooms to conduct their tortures, experiments, etc. Edit: oh and let's not forget the wererats they're supposed to be assisted by ... Though if you want a proper-looking wererat, you might have to pinch it from IWD a la Infinity Animations/Aurora style... not sure if you want to go there with your mod (but of course you could use a standard animation and IA could patch it after the fact if it detects your mod, as it does this for many others already).
  21. So basically this is a lie that has gone unheeded for over a year? Would've been nice to have caught it back then, but I guess it's far easier not to include code to support a whole slew of NPCs than to write the code to support them. [Edit: that post is above, by the way.]
  22. Yes that's easy, but I'll be adding at least one section (on how to install via a batch file) so stay awake .
  23. French and Spanish translations added locally (including nasty hardcoded tp2 funk). There are a bunch of new strings, but since they mainly consist of NPC names plus the existing "not found" strings, they don't really need to be (re)translated. Incidentally, the French readme seems to imply there's a German translation, but I don't think that's true (yet).
  24. They are (these I can mask at least): The first two are probably the "trashiest" . A lot are very "tomb" looking, but that's PS:T for you. I reckon xvarts are probably a step or two above goblins and kobolds (more intelligent at least) plus they'd have goods and furniture from humans they've ransomed. But if you want smaller, more "cave-like" caves your best bet might be IWD or IWD2 (Aurora uses some of these from both). The south part of #3 is very generic and fairly small... with tispack filesize won't be too much of a problem (it's not like you're adding a bunch of tilesets). (@Dakk: I like the idea too, because squashing xvarts is like squashing smurfs, the little blue buggers... or maybe Terry Pratchett's "pictsies"...)
  25. Well it actually works if you append 0x18 bytes to the otherwise unreadable .tis and then WRITE_LONG at 0x8 the number of tiles. Which you can determine by opening it in NI and scrolling right like 500 times. Maybe there's some sort of calculation you could determine from the filesize, since they're of fixed size I believe. Of course, you can't do any of that via WeiDU with COPY_LARGE though... had to use a hex editor. I wonder if the header is buried in the .cbf or .key or something. Not that I can really tell without being able to read them, but maybe devSin or Avenger will know.
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