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lynx

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  1. lynx

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    We don't even know what that trigger should be: https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm Maybe the newest ee patch introduced extra ones that are not yet included on the page, but that's also a hint for you that you need the latest game.
  2. I know GemRB does, but don't EEs also externalize the shadow, so you can set a separate bam per animation id (eg. not cshd.bam)? Still, something that works in all engines is always preferred.
  3. I don't have access to windows. I think this got fixed already, but the build problems are in the way. Just use 0.8.8 for now, since the gameplay support is actually the same for both.
  4. They're available from the download page ...
  5. Do you have the same problem with the latest windows development build? It's not the latest code, but at least it's newer than the release.
  6. Since none of the regular contributors have any relevant hardware, I'm afraid it's up to other, yet unknown contributors. The stuff in the screenshot makes it look like GLES3 has changes in its shader API/language, so perhaps the fix is easier than it seems. But I'm not a graphics guy at all.
  7. What version are you using ...
  8. I can confirm most of that. Our code also says: - LeaderOf returns the actor others are following, so I guess the party formation is important - GroupOf supposedly returns everyone with the same specifics stat - I think LastSeen can also be set by some movement actions (MoveToObjectUntilSee) - LastMarked also by AttackedBy, trap triggering and travel regions, CreateCreature actions (easily testable with mounted goblins in iwd2)
  9. From memory GLES1 works at least on 0.8.8., which was before a big rewrite. Of course with that version you are more limited in resolution choice.
  10. Yeah, GLES2 is not supported yet: https://github.com/gemrb/gemrb/issues/938
  11. To make it better, use softer shadows — they're translucent in the games. The angle of illumination doesn't match either. Here are some docs and a script to render multiple orientations, so you don't have to bother with several cameras: http://clintbellanger.net/articles/isometric_tiles/
  12. Use the horizontal range, so divide the size by 16. EEs got standardized to that base isometric constant, while the originals used all sorts of factors when you compare the actual size and what was in the description.
  13. From memory: I doubt the trap size matters for cones, that's for things like skull trap (trigger range). The shape is a squished arc sector (projection of a cone) or maybe more clearly, a piece of an ellipse. The length of the arc depends on the direction due to the isometric view.
  14. This looks about right: https://www.thegeekdiary.com/how-to-create-virtual-block-device-loop-device-filesystem-in-linux/ But yeah, what a travesty, calling this native linux support!?
  15. ldd or strace the binary to see where it's looking for the files. My guess would be the same folder as itself. I wouldn't bother resizing partitions, that's so invasive. Why not just create a file-based partition that you loop mount?
  16. Errr, are the EEs different or why not use tolower from weidu and a native weidu?
  17. If it crashes when you open the worldmap, then some other mod is the problem — 10pp doesn't affect it at all. Or you found a new bug in gemrb. Try with the latest release, not the development build.
  18. This mod doesn't work in the original or ee engines, only in gemrb, so your TOB result is to be expected. Are you saying SOA doesn't work in gemrb for you? The weidu errors are puzzling, but could be harmless — I don't really know what causes them.
  19. Wherever it would be, it would be simple to steal from, so the platform doesn't matter in that sense.
  20. The CRE part is literally embedding CRE structures, so look at those file format docs. Same for EFF for thief traps. Tiled objects are not really used.
  21. Tons of them, the most famous open source one probably being imagemagick. But if it's just about simple transformations, it might be more convenient to do it all in weidu.
  22. So I guess this is mostly to farm out more xp? Unless you want unique areas, the recoloring can be automated as well, which would also make the mod nice and small, not in the 100M of size range, and work with mod-added areas. But I don't know if you care enough about the craft ...
  23. I would suggest github and storing the data in a machine readable format. Then you can have a simple github pages jekyll site for presenting it nicely and a form for human friendly entry of missing mods. Definitely exclude ephemeral things like the mentioned "last year of update".
  24. I think people are satisfied with larger fonts or just use a smaller resolution.
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