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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. My guess about wands was based on finding these files during a quick search of the repo. Are they not being used?
  2. I'm way late here, but you can accomplish the same thing by loading the English .tra file before the Russian one. References that exist in the Russian .tra file will appear in Russian while those that don't exist will appear in English. Here's an example from IR's .tp2 file: Edit: Actually, here's an example from RealMod's .tp2 file, which contains this info along HANDLE_CHARSETS integration and other good tips:
  3. In general, if a mod adds weapons, armors, shields, helmets, bracers, or wands, then IR's global components should be installed after it. I think FnP has wands at least. However, IR would need to be updated to support the specific items. (The same goes for armors, shields, and bracers.)
  4. I used WinMerge to generate this list of files that were changed between 1.6 and 1.7: english/English.tra !scombus.spl !sdrainr.spl !sforce.spl !spcnec.spl !stun.eff (added)
  5. No, I don't have any first-hand knowledge of this. Just making a joke. It sounds like you found an error in the IESDP.
  6. You can add a string to the game and store its assigned strref in a variable using SET blahblah_strref = RESOLVE_STR_REF (~blahblah~). It should work with tra references too: SET translated_strref = RESOLVE_STR_REF (@123). Then you can use that variable when you are adding to the .2da.
  7. Ah, glad to hear it wasn't more serious. Thanks for the update.
  8. Because ToBex (which is included in IR) changes the engine to let us enable backstabs with ranged weapons. However, ToBex works with the classic games only (BG2: ToB, BGT, EasyTutu_ToB) — not the EE games.
  9. I'm not sure. This is the first instance I've seen. It may have happened a really long time ago during one of our hosting moves. I know there is an option available to admins to archive posts older than a certain date, but I don't think we've ever used it. I think archiving posts prevents them appearing in searches, which I don't like. Moderators have a separate tool available called locking and unlocking topics that we can use if we want intentionally prevent further replies. Yes, we can. Edit/Update: Turns out that the new forum update got rid of the manual archiving feature that existed previously, and replaced it with an automated one that archives tons of old topics. Hooray! I've put in a support request to see what they can do about that. I loathe when updates make the experience worse.
  10. It was just how the engine worked - it applied backstabs when attacking with melee weapons usable by single-class thiefs. ToBex included the ability to change that behaviour. I don't know if an equivalent feature was added to the EE games or might be added by EEex.
  11. Apologies, the description could be clearer. In the vanilla game, weapons are either capable of backstabbing or incapable of backstabbing. All weapons capable of backstabbing do so using the same multiplier. The engine decides which weapons are capable of backstabbing by checking if they are usable by single-class thieves. The idea behind Revised Backstabbing is that this binary system doesn't make much sense. Shouldn't daggers be better at backstabbing than quarterstaffs? The 1st subcomponent applies backstabbing penalties for less-suitable weapons, but does not enable backstabbing with weapons that could not backstab previously. The 2nd subcomponent applies backstabbing penalties for less-suitable weapons, and enables backstabbing with melee weapons that could not backstab previously. The 3rd subcomponent applies backstabbing penalties for less-suitable weapons, and enables backstabbing with melee and ranged weapons that could not backstab previously. The backstabbing penalties for ranged weapons don't appear to be listed in the table (that subcomponent was added much later), but they are as follows: Darts, Light Crossbow: -1 Backstab Multiplier Heavy Crossbow, Short Bow: -2 Backstab Multiplier Sling, Long Bow, Composite Long Bow: -3 Backstab Multiplier
  12. That's the same approach I would take and it should work fine for the most part. You might have to do a manual check to make sure there are no weapons in those categories that are restricted to those specific classes. (For a contrived example, imagine if you had some code that gave druids access to all the weapons that paladins can use. They would gain access to regular 2-handed swords that everyone gets but they would also end up being able to use Carsomyr.) Your first set of patches has the potential to do a similar thing if there are any thief-only or fighter-only short swords, clubs, or crossbows in the game. I don't know if there are any in vanilla but there are a lot of mods out there. The easiest way to handle the oddities is to track them down and specifically exclude them from the patch. P.S. I think fighter/thieves and fighter/mage/thieves are already able to use all those weapon types.
  13. You have the right idea. Armors are all over the map and manual identification is required. Weapon detection is a lot easier to automate. The fields you have to check depend on the specific category of item you want to identify. Some can be done with just item type or item type and proficiency. As a general rule, I'd recommend against trusting usabilities to determine weapon type (there are class-specific items that can easily be misidentified). But they can work if you're doing more of a global change, like IR does with restricting fighter/druids to the same armor options as regular druids (code here).
  14. @Endarire My priority with SR is general maintenance: resolving bugs and compatibility issues. If the community agrees on some new content or design changes, and they code it up, I can incorporate it, but I won't be doing that myself. (And you wouldn't want me to. Design is not my strong suit.) Your best bet for now would be to direct those sorts of ideas to @Bartimaeus for SRR or wait and see if @kreso or @Demivrgvs come back some day.
  15. SoD to BG2EE Item Upgrade may be exactly what you're looking for.
  16. Thanks, that seems to have done it. It gets a little complicated when there are 4 different places defining the target. I'll include the other changes as well.
  17. I've been reviewing subtledoctor's patches for inclusion and can confirm that his patch still has the animation issue, while it's been resolved in IRR. However, there seems to be a bigger problem here. I did some testing on BG:EE and all of the different implementations are applying the fatigue effects to the creature being hit rather than the wielder. I even did a little digging and tested out subtledoctor's suggestions from this other topic and experienced the same result. @subtledoctor & @Bartimaeus, are you seeing the same thing? (I recommend adjusting the probability chance in the .eff before testing.)
  18. Thanks for the report. If you have a choice of browsers, does it show up the same on all of them? Anyone else experiencing the same issue?
  19. I think they messed up and released this version of the software early. They have since released 2 patches and it's now labelled as a beta version. And things keep breaking... now it's the background and the website. Your patience is appreciated while this is sorted out.
  20. There's no connection between the G3 and SHS hosting any longer. The software updates come about once a month and usually take less than 5 minutes, so if you see that message, just check back a little later.
  21. A lot? That message should only show up while the forum software is being updated, which is something the admins trigger. There was one big update that prompted this topic (10-15 minutes) and then a small one (1 minute) yesterday. I'm not sure what's going on if you're seeing them more often. I've never experienced them outside of the updates. I swapped out the font.
  22. Mike1072

    Celestials

    From the album: Spell Revisions

    The new appearance of planetars (top) and devas (bottom) provided by the Deva and Planetar Animations component.
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