-
Posts
3,919 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by lynx
-
-
Yeah, GLES2 is not supported yet:
-
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:
-
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.
-
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.
-
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!?
-
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?
-
Errr, are the EEs different or why not use tolower from weidu and a native weidu?
-
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.
-
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.
-
Wherever it would be, it would be simple to steal from, so the platform doesn't matter in that sense.
-
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.
-
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.
-
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 ...
-
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".
-
I think people are satisfied with larger fonts or just use a smaller resolution.
-
Maybe w_gui also increases the size, I don't know:
-
should be as fine.
-
Easiest to just speed up the passage of time with AdvanceTime.
-
Then I guess it's a problem of all the conditions being checked first, then executed, not linearly as one would expect.
-
I think conditions are ignored. You could use False in all of them and they should still run.
-
Are you starting this as a cutscene? Then all blocks get evaluated by default.
-
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
-
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.
-
Doesn't look like has one:
Help, GemRB 0.9.0 on the Raspberry Pi 3 and 4
in GemRB
Posted
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.