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lynx

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Everything posted by lynx

  1. Looking at its code, weidu doesn't care if totsc is installed. But widescreen might, since it needs exe offsets to know what to hack. That part is of course useless for gemrb, but the mod may insist. The next release will have inbuilt widescreen support, so the mod won't be needed any more. With the current release the best you can do is run in windowed mode and resize the window, but that will of course stretch things.
  2. Sounds like you're trying to run a prebuilt binary for a different architecture. Unless there are builds out there for arm, you'll have to compile weidu yourself.
  3. Heh, I thought this was something new in ees, so I didn't even bother checking our code. But it matches.
  4. I imagine with long delays and interspersed blocking actions this is expected behaviour if it's just using game time to modulo against.
  5. Delay: so it works like a modulo operator, a sieve. Random: AFAIK all the triggers and actions share the random value (in the same tick). Please just suggest changes or additions to the text on the site.
  6. Please don't do this to us — that version is from 2011. Let's focus on making the latest work on your platform instead. Which is it, what compiler are you using, what are the errors and so on.
  7. It's also tricky wording: a potential party member is not equal to a party member. But after a join, they're all global (stored in the GAM).
  8. For a more bulletproof test you'd have to use a message or ReallyForceSpell, but I doubt you'd get much different results. I still think your corner case is a problem in matching, not Detect though. And with the last two tests that could be in the action body as well.
  9. So what did you try? You have non-trivial code there, so it's not clear that the problem is where you say it is. Eg. does this block also result in a cast when in your special invisibility state? IF Detect(NearestEnemyOf(Myself)) HaveSpell(CLERIC_TRUE_SIGHT) // SPPR505.SPL (True Seeing) THEN RESPONSE #100 Spell(NearestEnemyOf(Myself),CLERIC_TRUE_SIGHT) // SPPR505.SPL (True Seeing) END And are you sure NearestEnemyOf(Myself) is matching and matching who you expect?
  10. I would have linked it directly, but the docs don't have any anchors.
  11. As usual, with a while or for loop: https://weidu.org/~thebigg/README-WeiDU.html
  12. I thought this was scripted. Is then there somewhere a detailed rundown on the spawn progression / mechanic? Come to think of it, I haven't though about the similar low rep scenario either.
  13. Alternatives provides some pretty evil alternate ways to get to Brynnlaw IIRC.
  14. lynx

    Sound in GemRB Retropie

    Lost for ideas, since I guess also per-program muting or volume is not in play (eg. pulseaudio settings).
  15. lynx

    EA|198

    Can confirm, had it named since 2010. Not sure if from research or actual use. Added to the ids lists, thanks.
  16. lynx

    Sound in GemRB Retropie

    By build dir I meant the place where you built gemrb. But it doesn't matter now, as it's clear from the pst log openal is present. Make sure sound isn't muted, increase the ingame volume.
  17. lynx

    Sound in GemRB Retropie

    You're supposed to run that in the build dir, if that wasn't obvious. Anyway, what about the log file?
  18. lynx

    Sound in GemRB Retropie

    Well have you tried anything I suggested?
  19. lynx

    Sound in GemRB Retropie

    It would be displayed in the console, if you're running it manually, but also a GemRB.log file in the game dir. I suspect you didn't install openal or sdl_mixer, hence no audio plugins were built (one is enough). You can rerun cmake to check or grep its log, eg.: $ grep [LR]_LIBRARY: CMakeCache.txt OPENAL_LIBRARY:FILEPATH=/usr/lib/x86_64-linux-gnu/libopenal.so SDL_LIBRARY:STRING=/usr/lib/x86_64-linux-gnu/libSDL.so;-lpthread SDL_MIXER_LIBRARY:FILEPATH=/usr/lib/x86_64-linux-gnu/libSDL_mixer.so
  20. lynx

    Sound in GemRB Retropie

    Did you build it yourself? Can you pastebin the first part of the log where the plugins are loaded?
  21. It looks like you have everything figured out. I don't understand why naming is an issue — any prefix should do, as for the numbers, just follow the patterns. As for the process, I'd keep comparing the files to the existing ones on each step, to lower the chance of early mistakes.
  22. Now that you've met our resident trolls, maybe this will also be helpful: Mike created a template weidu mod, to promote best (G3) modding practices: https://github.com/Gibberlings3/RealMod
  23. I see two odd things there, so my guess it works by chance. From the spec: https://gibberlings3.github.io/iesdp/scripting/triggers/index.htm I have no idea how yours gets evaluated — the closing bracket should be at the end. And you need some zeroes to make the value of HUMANOID actually do a lookup vs the race stat.
  24. Here, without the whitespace changes: https://github.com/Jazira33/UnfinishedBusiness/commit/cca8721e00439c557d39ff7da925eacefeef4164?w=1 (you get the same if you pass -w to git log) So yeah, the EOL characters got changed. Git has a setting where it can force this, but of course if it isn't/wasn't used consistently, one can have mixed ending files in the repo. Encodings: sounds silly. I'd just resave the file and see if there's a git diff. If not, everything is fine, otherwise it will contain all the mangled lines, after which you can reset the file and try to figure it out (latin1?).
  25. Unlike you, we read what he wrote, that's why.
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