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Everything posted by lynx
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Why? It's the last mod to be installed, so weidu won't touch anything before that.
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PST is a hardcoded mess, but some of this resurrection stuff is nicely specified with ini files. But you're not modding for pst, so that's useless. Copying piles is a safer alternative, since they might get destroyed with time otherwise. Teleporting the pc to the temple alone can lock you into areas that require the full party to travel from.
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That's odd indeed. It's certainly not a deliberate design choice. I suspect something is insufficient in its forking implementation or something went wrong when adding the capture of return status support to AT_NOW. Or it's just AV sabotage ... I've pushed an updated mod, so now amilowhatever shouldn't be a problem any more.
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There's no powershell involved here, but maybe you're mistaking perl for it. Looking at the code, I invoke perl for each file separately, so any leaks would be cleaned up immediately afterwards. I then suspect the leak to be in weidu.
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Nope. Btw, I'll make the mod just skip empty files. Also, looking into ways to see if your leaking is from your perl distribution itself or the mod.
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Yeah, no need to reinstall just because of that. I guess it could help a bit at runtime, but I don't know if significantly.
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Looks like you ran out of RAM and the swap file windows uses wasn't enough to compensate.
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Oh and don't worry about biffing.
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you need to change the path to point to the actual file ... but since you know it's RoT, there's no point. We were trying to figure out if it's intentionally empty or not. You're saying it's empty from the get go. So just delete the file and 10pp won't barf on it.
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That's good as well. You can then run: weidu --change-log path\to\aminota.bcs That will tell you where the file is from. Well, unless you already know it's from NeJ?
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AddExperienceParty() allows negative values
lynx replied to marchitek's topic in IESDP Archive Forum
Thanks, true and added. -
Ok, let's find out where that file is from, so we can check if it's supposed to be empty or not. I don't get any hits on g3 or shs github nor the original games, so you'll have to do the searching. You can try to do a regular file search in your game install for aminota.baf (not bcs).
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Some mod file is a bit corrupt. Check out aminota.bcs in NearInfinity and please send it over as well.
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What's the most creative modding technique you've encountered?
lynx replied to Awachi's topic in Modding Q&A
I'd say thebigg's approach to adding scripting support for party members after the 6th to mods, while maintaining compatibility with engines that can't handle it (ie. most) and without modifying weidu itself. -
The civil thread about racism and fantasy worlds.
lynx replied to Jarno Mikkola's topic in Noobermeet
The problem you're having is realizing that the perception of what you say is not at all dependent on what you think. That doesn't matter at all — you could believe in green zebras and monkeys in dresses would still trigger bad cultural memories. And races of course exist; it's a taxonomical category like any other. Whether it makes sense to try to describe human differences that way is another, contested, issue. -
Obviously the size is not 112 if it's matching that condition. But why pontificate, when you can measure it? Also, you can see that SPLv1 has a minimum size of 114: https://gibberlings3.github.io/iesdp/file_formats/ie_formats/spl_v1.htm
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1. You can't by default, you'd have to use an external program that does support pcre-like regexes. It's more of a limit of the ocaml stdlib than anything else. 2. You suggested a workaround yourself — you can have an escaping function mangle the string first.
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I can reproduce that, let's see what's going on... I can reproduce this even with my standard config, so there's been a recent regression. It's obvious from the log it's trying to load a bam cursor instead of the png ones. Apply this fix, I won't be able to push it for some time: diff --git a/gemrb/core/Interface.cpp b/gemrb/core/Interface.cpp index 975491e10..3f5ab63cd 100644 --- a/gemrb/core/Interface.cpp +++ b/gemrb/core/Interface.cpp @@ -685,7 +685,7 @@ int Interface::LoadSprites() // same layout as in the originals, with odd indices having the pressed cursor image std::string fileName; while (CursorCount < 99) { - fileName = fmt::format("{}{}", MainCursorsImage, CursorCount); + fileName = fmt::format("{}{:02}", MainCursorsImage, CursorCount); ResourceHolder<ImageMgr> im = GetResourceHolder<ImageMgr>(fileName.c_str(), true); if (!im) break; Cursors.push_back(im->GetSprite2D());
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Didn't bg2ee automatically gain the iwd/pst ini spawn feature? That's more flexible and more easily tied to scripting than bothering with the ARE spawn entries: https://gibberlings3.github.io/iesdp/file_formats/ie_formats/ini_spawn.htm
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I'd ask one of the modders that use it, I don't think it's documented anywhere. @Bubb should know its limits, since he's the developer behind EEEx.
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They're handled (hardcoded) by the engine. Here's the list of triggers one can use: https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm Some of them set objects/variables you can then use in actions, but none are mouse related.
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This is usually done with IE scripts (BCS), with the block most commonly added to dplayer*.bcs to not pollute the global script (baldur.bcs). Example: IF HotKey(K) THEN RESPONSE #100 DisplayString(Player1,6150) END - no - no, yes - no Can't speak about lua hacks though.