Jump to content

lynx

Modders
  • Posts

    3,900
  • Joined

  • Last visited

Everything posted by lynx

  1. Hey, check this out, contributing has never been easier: https://github.com/gemrb/gemrb/blob/master/CONTRIBUTING.md I've merged what we had on the wiki and in a more obscure file, converted it to Markdown format, added a bunch of stuff and there it is.
  2. It's not clear what it does at all, since it was unrelated to the first bug. Could be an artifact (removed functionality), since we didn't notice any visual effect from the bit. The way a few others work in pst is better understood though, some of which NI already handled: https://github.com/gemrb/gemrb/pull/170/files https://github.com/gemrb/gemrb/blob/1af216ce9a1498fa064798167eb0bba67acae7ad/gemrb/core/Map.h#L85
  3. Did you apply the iwd2 fixpack first? It fixes a few items and where effects were missing, it would affect the conversion too.
  4. dice sides is a dword. As for the extended header, if you look at the docs, several of the words are split in half and/or double documented — and I don't know why.
  5. Well, when individual opcodes do anything extraordinary, we try to document it. However you seem to be talking about the general effect format, the second revision of which is explained here: https://gibberlings3.github.io/iesdp/file_formats/ie_formats/eff_v2.htm
  6. I would say no. Effects are executed in order of their appearance, so this is not unexpected. Plus there's no obvious place for this type of thing.
  7. ITM v2 & v1.1: - it's clear the graphic and subtitle are the same for all three versions - ext: no idea what all the extra upper bytes are doing there, all the dice stuff is stored in words - feature: yes, a dword ITM v1.0: agreed. PRs are welcome.
  8. I'm still working through Luke's PR, but it only touches ITM slightly: https://github.com/Gibberlings3/iesdp/pull/76/files#diff-8b120e9d83d6c8fe0b7792aeff65cc08 I'll take a look at your list later today.
  9. You can always just write a short weidu loop to set those fields for you.
  10. Thief/Mage/Cleric and Mage/Druid would be classes, not kits, so it's only possible in iwd2 or with GemRB (I sometimes test with a sorcerer/monk). But yeah, not much interest in this in general. Everyone gets access to innate spells, so I guess adding fake spellcasting would be possible that way, however, like with modifying cleric books to also have arcane spells, there is a namespace limit involved. So I doubt a whole spellbook could be hacked in that way.
  11. We try to have peer review for every change and addition, so either post in this forum or directly submit a pull request for a change.
  12. It turns out 0x2000 was already used by PST, before EEs added it and two more to the list. They're only set in animations in two of the Fortress of Regrets areas, so they're easy to overlook if you aren't doing a systematic search. I've reconfirmed other games don't use it. A: AR1201 Anim name: A1201G1R Anim flags: 9625 Only high bits: 8192 A: AR1201 Anim name: A1201G3R Anim flags: 9625 Only high bits: 8192 A: AR1201 Anim name: A1201G1L Anim flags: 9625 Only high bits: 8192 A: AR1201 Anim name: A1201G1R Anim flags: 9625 Only high bits: 8192 A: AR1202 Anim name: A1202GB2 Anim flags: 9497 Only high bits: 8192 A: AR1202 Anim name: A1202GB3 Anim flags: 9497 Only high bits: 8192 A: AR1202 Anim name: A1202GB4 Anim flags: 9497 Only high bits: 8192 What it actually does is still an open question, but it may complicate the meaning of the existing bits. For a picture and investigation details: https://github.com/gemrb/gemrb/issues/163 Does anyone perchance know something about it?
  13. It's in active development, but if you want more speed, there's no other way than to help out somehow. For non-programmers that could be researching/testing the originals, recruiting contributors, artsy stuff ...
  14. There are so many engine differences it would make you cry.
  15. lynx

    Where do I begin?

    Sorry, I somehow overlooked this thread. The tooling for creating assets can be quite a PITA for these games. Anyway, you want to do something similar to iwd2, so just focus on the content, it'd be a large mod or total conversion like any other. So I suggest you read up on modding on the infinity engine before complicating matters with engine changes.
  16. Nice writeup! Are you sure it requires a new partition though? tune2fs can be used to set extended options on an existing partition.
  17. I'm not sure what the "bad thing" refers to. Either way, running weidu doesn't need a console, you just have to manually tell it when clicking (usually only once btw, double clicking is not the default to trigger actions) ... unless the mime type has been registered like Wisp already mentioned. In which case it works automatically and there's no need for per-mod hacks whatsoever. But yes, something has to do it initially and it's not clear what should bear that responsibility.
  18. By invoking weidu? Nothing changes there, this is the way we have used it since the start.
  19. Nah, it'd still be the user's responsibility, the same it is now. The only benefit is that it's easier to uninstall this way, at the cost of lower portability, since the static binaries mostly just work and there's no need to figure out what tools are needed. btw, arch has weidu in abs.
  20. Yes, otherwise some of the table entries would be inaccessible, also interfering with the fixed 5% chance.
  21. linux users don't care about desktop files or their misuse. So you don't need to lose sleep over that.
  22. The first linux command line has an errant "fi". There's no need for the exports. The test for weidu is incorrect — would only work from the same dir. If you force the dependency on bash, then it could be looked up via hash (shell builtin), otherwise "which" is the standard approach and just running it and inspecting the return value the one that will definitely work everywhere (rc is 127 in case of failure).
  23. Jarno, it needs to be consistent in reference, not necessarily naming.
×
×
  • Create New...