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Andrea C.

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About Andrea C.

  • Birthday 04/08/1986

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  1. Is this an issue in the Enhanced Editions as well?
  2. Andrea C.

    Future tweak ideas - post 'em here

    I believe Almateria's Restoration Project mod already includes a fix for the Slayer form's setting your HP to 100 instead of adding +100 HP to your total (I've also filed a bug report on redmine for the Enhanced Editions.) Could we get an EE-compliant version of Miloch's PnP Free Action as a Tweaks Anthology component? I'm sure Trevor wouldn't object to that
  3. CamDawg, Are these fixes also going to be part of v2.5 of the Enhanced Editions?
  4. So, I've installed EET to start working on my mod's compatibility. My mod installs just fine and there doesn't seem to be a need for any modification to my item-patching code. I went through ITMs in Near Infinity, however, and based on jastey's link I was expecting there to be two HELM15.ITM, one called "HELM15" and the other called "HELM15_"? I only have one "HELM15" there, and no need to amend my code. Am I missing something? I seem, on the other hand, to have a little trouble with pre-generated characters' patching. My code is apparently only targeting the four characters that appear under "CHR" in Near Infinity. There are 9 more in a folder called "characters" that are apparently from the original BG; those are entirely unaffected by my code for some reason. I also cannot seem to locate the pre-generated characters from SoD or ToB. My code reads as follows: COPY_EXISTING_REGEXP GLOB ~.*\.chr~ ~override~ READ_LONG 0x8c current PATCH_PHP_EACH cd_animation_map AS old => new BEGIN PATCH_IF (current = old) BEGIN WRITE_LONG 0x8c new END END BUT_ONLY There's an associative array called "cd_animation_map" before it.
  5. Many thanks, Roxanne and jastey
  6. Hi! Does EET make any changes to the name of ITM and BAM files? I'm asking 'cause the mod I'm working on has a component that changes icons, illustrations, and color offsets for most items in BG:EE and BGII:EE, as well as some from SoD. If EET doesn't change any of the file names, then my component is probably already compatible off the bat; if it does, I will write an alternative tph for EET specifically (in that case, it would help if a mapping table existed, showing which names were changed to what.)
  7. Andrea C.

    Feature probability is invalid

    Hello. The BG:EE developers are looking into this bug but cannot seem to reproduce it. The code handling probability is healthy and they have no idea what might be causing misbehaviors. If you have any spell or savegame with which to easily repro this, please send it over to andrea@beamdog.com for evaluation.
  8. Andrea C.

    My excuse for not modding much recently

    You rule. However, you are not excused for not modding much recently j/k - congratulations on having had your thesis published!
  9. Andrea C.

    ITM/EFF file format

    This information also comes from the BG:EE devs. I thought I'd post it since CamDawg hasn't done so yet. To me, it's tantamount to reading Chinese Item_Header_st DWORD nFileType; DWORD nFileVersion; STRREF genericName; STRREF identifiedName; RESREF usedUpItemID; DWORD itemFlags; WORD itemType; DWORD notUsableBy; BYTE animationType[2]; //WORD animationType; WORD minLevelRequired; WORD minSTRRequired; BYTE minSTRBonusRequired; BYTE notUsableBy2a; //Uppermost byte of a DWORD BYTE minINTRequired; BYTE notUsableBy2b; BYTE minDEXRequired; BYTE notUsableBy2c; BYTE minWISRequired; BYTE notUsableBy2d; BYTE minCONRequired; BYTE proficiencyType; WORD minCHRRequired; DWORD baseValue; WORD maxStackable; RESREF itemIcon; WORD loreValue; RESREF groundIcon; DWORD baseWeight; STRREF genericDescription; STRREF identifiedDescription; RESREF descriptionPicture; DWORD attributes; DWORD abilityOffset; WORD abilityCount; DWORD effectsOffset; WORD equipedStartingEffect; WORD equipedEffectCount; }; Item_ability_st WORD type; BYTE quickSlotType; BYTE largeDamageDice; //NEW! RESREF quickSlotIcon; BYTE actionType; BYTE actionCount; WORD range; BYTE launcherType; BYTE largeDamageDiceCount; //New! BYTE speedFactor; BYTE largeDamageDiceBonus; //New! SHORT thac0Bonus; BYTE damageDice; BYTE school; BYTE damageDiceCount; BYTE secondaryType; WORD damageDiceBonus; WORD damageType; WORD effectCount; WORD startingEffect; WORD maxUsageCount; WORD usageFlags; DWORD abilityFlags; WORD missileType; WORD attackProbability[iTEM_ABILITY_NUM_ATTACK_TYPES]; Item_effect_st WORD effectID; BYTE targetType; BYTE spellLevel; int effectAmount; DWORD dwFlags; WORD durationType; DWORD duration; BYTE probabilityUpper; BYTE probabilityLower; RESREF res; DWORD numDice; DWORD diceSize; DWORD savingThrow; LONG saveMod; DWORD special;
  10. Andrea C.

    New Baldur's gate?

    Why must the worst case scenario necessarily apply? Or, conversely, why must there be no best case scenario in which BG:EE is actually a good thing? Sounds like a pessimistic way to see things. As for why anyone should buy BG:EE, that's not for me to tell. Everyone's entitled to their own purchase decisions. Some modders are interacting with the devs on a daily basis and even collaborating with them. Just a heads up.
  11. Andrea C.

    New Baldur's gate?

    BG:EE will not require an internet connection, let alone a client, to be played. This has already been officially confirmed, much to everyone's relief
  12. Andrea C.

    New Baldur's gate?

    No one is supposed to jump on any bandwagon. Purchasing and playing BG:EE is entirely optional.
  13. Andrea C.

    New Baldur's gate?

    Those screens aren't final, as per Trent Oster. When they posted those the UI work had just begun. There won't be screenshots for a while.
  14. Andrea C.

    BG:EE

    Avenger, the reason why I said that's probably not gonna happen is that I doubt devs at Overhaul Games will bother with such time consuming tasks as designing and modelling new animations for existing monsters (unfortunately). 100% of the items on my list are feasible, especially for devs who work with the source code - it's just that they have either no time or no will to carry them out.
  15. Andrea C.

    BG:EE

    I forgot to add "full compatibility with existing mods" to my list. I sort of took such a vital thing for granted. My bad. There are mods I'm never parting with, so that's gonna be a major deciding factor as to whether or not I'll buy BGEE.
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