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lynx

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Everything posted by lynx

  1. Errr, are the EEs different or why not use tolower from weidu and a native weidu?
  2. 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.
  3. 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.
  4. Wherever it would be, it would be simple to steal from, so the platform doesn't matter in that sense.
  5. 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.
  6. 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.
  7. 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 ...
  8. 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".
  9. I think people are satisfied with larger fonts or just use a smaller resolution.
  10. Maybe w_gui also increases the size, I don't know: http://www.spellholdstudios.net/ie/w_gui
  11. lynx

    White Label Disks

    should be as fine.
  12. Easiest to just speed up the passage of time with AdvanceTime.
  13. Then I guess it's a problem of all the conditions being checked first, then executed, not linearly as one would expect.
  14. I think conditions are ignored. You could use False in all of them and they should still run.
  15. Are you starting this as a cutscene? Then all blocks get evaluated by default.
  16. The way I see it: - it's 0, so the matching block runs - .. and sets it to 1 - but then also waits, so triggers get reprocessed - meaning the last block runs setting it to 0 - ad nauseam
  17. Indeed, something is fishy. On creature scripts, run-once events are often done by using a separate script slot then using ChangeAIScript("", slot) after the payload. I think you have blocking actions in the same response block as your setglobal, so it doesn't all execute at once.
  18. Doesn't look like has one: https://forgottenrealms.fandom.com/wiki/Eltan
  19. 1. Pause on loot: no game did this, so I find it hard to believe. 2. Pause on inventory: with bgt you're supposed to be playing in the bg2 engine, which did pause or at least didn't force unpause. 3. Pausing manually: still possible, but via the button, not keyboard 4. There is no autopause setting for either of these, but 2 you could edit away in the python code 5. We're in the process of trying to fix the windows build, it's being a bitch. No new development builds until then. 6. No, not yet, this is a new feature in the ees. Not hard to do, but there are gui implications.
  20. No, it's fine, let's keep it to github. I see the previous one already got reopened. And the crash is related, so that makes sense.
  21. oh, right, on linux it requires to run tolower first. But gemrb doesn't care, so no need now. Thanks for the files, continuing in: https://github.com/gemrb/gemrb/issues/1428
  22. Just unpack it and then use the commands above. Maybe it's called WeiDU by default. btw, just fixed the 10pp parsing bug and made a new release. Thanks for the details. No need to reinstall, just to be clear.
  23. Yeah, but now you're on our latest code and we can fix it for everyone. So did you try extracting them with weidu? Also not the cAsE might be different.
  24. Cool, can you zip up and attach the two lightmaps? They should be ar0015lm.bmp and ar6600lm.bmp in your game override/ folder. If you can't find them there (eg. you ran generalized biffing), extract them with weidu again: weidu --biff-get ar6600lm* weidu --biff-get ar0015lm*
  25. SDL_mixer is optional, but you have openal installed, so that audio backend is used. And yes, this is progress! One of the area files is not what we expect it to be. Let's find out which. From within gdb: f 3 # shorthand for: frame 3 p lightmap->Format().Bpp # p for print p heightmap->Format().Bpp p searchmap->Format().Bpp f 6 p areaname.CString() Let me know what that prints, then we'll need the problematic file, but one thing at a time.
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