Jump to content

Caillean

Members
  • Posts

    118
  • Joined

  • Last visited

Posts posted by Caillean

  1. Quote

    There are other fonts you need to swap, the game doesn't just use one.

    Yeah, but no fontdlg.bam in BGs and IWDs. I think they just use normal.bam for the message / dialogue window. Looks like it too in GemRBs fonts.2da.

     

    About Ghostdog's mod, not sure about the technical details, but maybe chilvence could shed some light on this, see this thread. Seems he looked into adapting it to GemRB at some point.

  2. Agreed, a pity it won't work on GemRB. The widescreen mod doesn't change the size of any menus, resolution is fixed for them. GemRB displays them centered on the screen for the other games, so that could be an issue for the bugtracker at GitHub.

    EDIT: I opened up an issue here for you.

    As for the font size - there's a plugin that allows you to use ttf fonts, info is on the wiki. If you don't want that, you can still use the font from Ghostdog's mod. To do this, check the mod's files for TRMTFONT.BAM, there are several sizes available. Rename the one you want to NORMAL.BAM and drop it into your game installation's override folder.

  3. Quote

    it works ... bottom tool doesn't expand to whole screen width, left and right tools expand to screen height

     

    If installed correctly, the action bar at the bottom in the main game screen should expand to screen width. However, all menus (saving / loading, inventory, character record) have a fixed resolution (1024x768 I think) and do not expand. They're drawn centered on the screen, so if that's what you mean by 'destroys the UI', then yes, that's normal. So if you set it up correctly, you should be fine with GemRB 0.8.5 and the latest widescreen mod.

  4. If you want to use 640x480 resolution, you don't have to install the widescreen mod at all. As for 1440x900, you need to set the resolution in GemRB.cfg to this value, too. Basically, GemRB.cfg must have the same resolution you install the widescreen mod with.

     

    EDIT: BTW, GemRB 0.8.6 is out 😀

  5. I've got that working.

    EDIT: See here.

    Though for BG1 and BG2 just replacing 2 with 1 is not quite enough, it seems. The class window shows "Mage" instead of "Illusionist", but then the kit window comes up and you can still only choose Illusionist. I see this in BG2s GUICG22.py:

    Quote

        #make gnomes always kitted
        KitIndex = GemRB.GetVar ("Class Kit")
        MageSchool = GemRB.GetVar ("MAGESCHOOL")
        if MageSchool and not KitIndex:
            SchoolTable = GemRB.LoadTable ("magesch")
            KitIndex = CommonTables.KitList.FindValue (6, SchoolTable.GetValue (MageSchool, 3) )

    Does it cause that and do you want me to open an issue?

  6. How does it affect PS:T? (If you don't mind my asking, just trying to understand). Anyway, this is such a great feature, the originals need mods to do it, and it's kind of "hidden away". Since it's a feature that players are interested in, and GemRB has it integrated already, I thought it might be good to put in a more "prominent place".

  7. Oh hell, I had my GemRB versions confused, indeed it works :( Another thing - it would be cool if you could set that as an option in gemrb.cfg. What do you think?

     

    EDIT: Actually, might be good practice. Works for BG1 & 2. Take a look here?

  8. Quote
    • game is not over if protagonist dies (only if the whole party does)
      • in gemrb/GUIScripts/bg*/MessageWindow.py change protagonist mode from 1 to 2  (GemRB.GameSetProtagonistMode(2))

    From GemRB Wiki. Is this fully implemented? I tried it, had no effect.

  9. Quote

    EDIT: No. 2 is fine. Changed it to thief, it worked, back to ranger, now that works, too. I had the value double-checked, but perhaps I messed it up nevertheless, so sorry about that.

    Nope, strike that. It's gnomes again, fishy as it may be. Gnome Ranger-Thiefs can't use this Moon Dog Figurine, while other races can.

  10. 1. It shows "Illusionist" as the KitName for gnome characters, for the other races "Ranger_Thief" as it should be.

    2. I'll try this with your sorcerer-monks, too, see if they can use mage items. Btw., I kinda borrowed from this one, hope you don't mind.

    EDIT: No. 2 is fine. Changed it to thief, it worked, back to ranger, now that works, too. I had the value double-checked, but perhaps I messed it up nevertheless, so sorry about that.

  11. I've made a mod that adds a Ranger / Thief multi-class option, and there are two problems remaining:

    1. I don't want any racial restrictions, so this is available for all races. The alignment is restricted to NG and CG in alignment.2da, which is enforced for all races except for gnomes. So, if I make a gnome Ranger-Thief, all alignment choices are available on character creation, all the other races can only have the right ones. Any ideas how this could be?

    2. Concerning item usability:  GemRB wiki says

    Quote

    currently you'd still have to share the usability flags with some other combo

    So if I use Ranger item usability in classes.2da my character still can't use certain items, e. g. the Moon Dog Figurine (MISC7T), which restricts usability for any other classes than Ranger and Ranger-Clerics. So would I have to patch item files then to make them usable for my custom class combination, or did I something wrong?

     

    All files can be found here.

  12. It only patches BGMain.exe, which hasn't any effect on GemRB. Still, some components just worked for me (IWD shadows e. g.) while others wouldn't (like the werebear). Perhaps it's the non-latin characters in the filenames. I think copying the animation files to the installation, patching the necessary ids files (animate and anisnd, probably some others, dunno) - EDIT: what you're doing anyway - and GemRBs  2da's should be enough to work on GemRB?

  13. Not sure if Spell Revisions should be installed after cd tweaks... except for this one component updating NPC spellbooks. Perhaps better install everything else from SR right after Ascension. And perhaps take a look at Project Infinity - I never tried, because I don't use Windows, but it seems to make installing mods a lot easier and more comfortable:

    https://forums.beamdog.com/discussion/74335/project-infinity-public-beta-for-all

×
×
  • Create New...