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Gibberling Poobah
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About Mike1072

  • Birthday 04/07/1988

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  • Mods Worked On
    Item Revisions, Shadow Hand, Spell Revisions, Kit Revisions

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  1. Apparently not. I can unarchive anything on a per-topic basis, though - just let me know which ones. If I had my way, nothing would be archived.
  2. We'd welcome the repo in the G3 organization. One of the main reasons behind setting up the organization on GitHub was to be able to more easily manage maintenance and approvals when authors take time off. I've sent an invite to your GitHub account to join the organization. Once you're a member, you should be able to transfer the repo.
  3. I would do exactly what you did except leave out this step, then I would do a force push to overwrite the history in the remote branch. git push -f origin master To be safer, before doing the force push, I would create a separate local branch where you can store the original history in case anything goes wrong (named "old-history" in this case): git fetch git checkout -b old-history origin/master git checkout master
  4. Well, that would depend on how exactly Steam's DRM works. I was thinking that it was simply checking to ensure you owned the title before continuing with starting up. If instead it's killing the process you started in the copied directory and launching the game in the original directory, then you wouldn't be able to get around updates that way. But we've established that the EE games aren't doing this, so let's not worry about it any more. What we do need to worry is Steam applying updates to a game that we've modded. It will do this: whenever it feels like it, if the default setting to keep the game up to date automatically hasn't been changed whenever you launch the game from within Steam You can prevent the first situation by changing the setting, but not the second, so copying the folder is still the safest option to completely eliminate the possibility of accidentally applying an update that breaks your saved games. If you're okay with a little more danger, you could change the setting and then just avoid ever running the game from Steam and that would work fine as well.
  5. I swore that it would open Steam when you ran the .exe. Maybe that has been changed. My bad, then. In that case, changing the Steam setting so that it only updates when launching the game should be sufficient so long as you always start up Baldur.exe in the game folder instead of launching it from within Steam.
  6. There is no option that allows you to prevent updates completely. Your best bet is to create a copy of the entire game directory and mod and play on the copied directory. The original game directory will be automatically updated when new patches are released but the copy should remain unchanged from what I remember. Developers sometimes make older or upcoming patches available to opt in to via Steam's beta system. You can access this via right-clicking the game, selecting Properties, then going to the Betas tab. However, this relies on the developers to actually make your desired patch version available and it could still interfere with installed mods, so I would recommend ignoring that and relying on copying the directory when you want the game to be left as it is. P.S. Thank you for noticing and moving your topic to the appropriate forum!
  7. Mike1072

    I vs. II

    In certain circumstances, as described above.
  8. Mike1072

    I vs. II

    || is a logical operator and the better representation of how we use the word "or" in everyday language. | is a bitwise operator that determines a result by evaluating two bit strings bit-by-bit. For more information, see here. Here are some examples to compare the behaviour. 0 || 0 is 0 0 | 0 is 0 1 || 0 is 1 1 | 0 is 1 2 || 0 is 1 2 | 0 is 2 5 || 12 is 1 5 | 12 is 13 The logical operator || will only ever return 0 or 1, while the bitwise operator | can return other numbers. WeiDU treats the condition on an IF statement as true when it evaluates to any number other than 0, so PATCH_IF (x || y) would evaluate exactly same as PATCH_IF (x | y). However, I would encourage using || for clarity if you are intending a logical comparison. || is a synonym for OR, so you could also use OR. Similarly, I'd suggest using the logical operator && (also known as AND) over the bitwise operator & within conditions. Here are some examples to compare those two: 0 && 0 is 0 0 & 0 is 0 1 && 0 is 0 1 & 0 is 0 1 && 1 is 1 1 & 1 is 1 2 && 0 is 0 2 & 0 is 0 2 && 1 is 1 2 & 1 is 0 2 && 2 is 1 2 & 2 is 2 5 && 12 is 1 5 & 12 is 4 The behaviour of the bitwise operator & does not always match our usage of the word "and" in everyday language, demonstrated by 2 & 1 equalling 0. The bitwise operators are best reserved for dealing with values that are stored bitwise, like usability flags within .itm files.
  9. I mean, sometimes I do, if it is hard to read.
  10. The BG1 UI is still my favourite and that old-school map is necessary for true BG1 nostalgia. Go for it!
  11. Oh man, I was reviewing that PR back in May, doing some rebasing, and then I forgot all about it.
  12. That's what I was going to say! Well done, @morpheus562.
  13. The Gibberlings Three is proud to welcome a new mod by @morpheus562! Enhanced Powergaming Scripts is a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities. You can find further details via the links below. Project Page Forum Readme Download
  14. Thanks, that is a very good suggestion. Keeping the docs up to date is always a challenge, which is why these are generated using the actual files and descriptions. Displaying both descriptions side-by-side seems doable, but trying to find a way to automatically identify and call out individual differences doesn't seem like a good time investment. I don't know when I'll have time to dedicate to this, but we'll see. We have a topic dedicated to discussion of the docs if you have any additional suggestions: https://www.gibberlings3.net/forums/topic/30765-spell-descriptions-and-other-documentation/
  15. Looking at the actual resources in Near Infinity, there aren't any #111 effects on the ITM files, so you may want to be applying that ALTER_SPELL_EFFECT function on the SPL files that create the items in the first place. But that is a separate discussion.
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