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lynx

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Everything posted by lynx

  1. Come on, it's 2019, everyone is using unicode now. And the mods that have a safety against this are exactly the ones hosted in version control, which can be another motivator to use it.
  2. lynx

    New engine

    Do you need any help with the url rewrite stuff? It's quite annoying and degrading search engine results as well.
  3. It's simple to do with gemrb, but then you'd be playing something else.
  4. What's the problem with a single file? I don't see how it would cause usability issues for translators.
  5. I don't really care what numbers they resolve to, as long as they do. Our file effectively hides the mod created one at runtime (it's the only hard override we use). For scripts it of course works, while dialogs actions aren't compiled, so we have a problem. But projectiles aren't a problem, since there we ourselves use an extra file to define all the base missing ones. First projectl.ids is read then ours on top of it. Some of the original ids might get overriden, but mod problems would be easy to fix.
  6. We're trying to figure out how to best handle the dynamic stats.ids (re)generation and extension that DS does. Eg. in SCS: https://github.com/Gibberlings3/SwordCoastStratagems/blob/master/stratagems/ds/ds.tph#L460 It would be really handy if we could see all those flexible stats at 400+ that get added and I thought the sole mention of stats_extra.2da might have it. But a user says it doesn't exist, so I'm confused and looking for other shortcuts. We use our own override in gemrb to not have a headache with all ~10 engine variants, so I'd rather patch scs and any other mod relying on random stats over 400 than change that. The easy way out would be to just also install a duplicate of the final stats.ids, which we can then use to extend ours, but maybe a smaller interim file already exists and would do.
  7. So what kind of deltas are you talking about, just the fact that the mod changed, not actually any format? I don't see a problem there either; things under SCM will update nicely, while for normal archives you can wipe everything but inis and it should also be fine.
  8. Too bad, this means it would also complicate distribution if you wanted to do it in advance. It would basically have to be a mod for us, each user doing it themselves.
  9. Very nice results indeed! Hopefully someone will integrate it into SDL, so we geet more upscaling options for free.
  10. 1. Unless SR and IR (iirc) got new releases, they still use both mechanisms for two different release streams (3 and 4). 2. and 3. You can do this later if there is a need. 4. Are you talking about diffs or binary deltas here? The first don't have this problem.
  11. I'm sure you're familiar with regexes enough, this is a simple case. The thing to realize is that reading from the disk several times is a bad idea, so read info should be cached. If I remember correctly, he's using powershell, which is OOP, so it can be done cleanly through the use of custom objects.
  12. Why change any checks, it's just one regex to remove the setup- prefix if it's present.
  13. the big ones are used also in bgs for character generation, not just iwd.
  14. lynx

    New engine

    @CamDawg, @jastey you can do it with the keyboard too. Use up/down to select and enter to pick. any news on the url rewrites?
  15. What kind of monthly (why not yearly?) fees are we talking about?
  16. Chunking itself causes a permanent animation change (to one of the EXPLODING_ARM/FOOT/LEG/TORSO animations) and a (hair/skin/major/minor) color change (all to a red color). It has to reset the animation of the creature. Odd though that party members return to their proper animation(though still recolored), while others revert to the Human Cleric. Do you have any more info on this? Which bams do those correspond to? (SP)CHUNKS at 0x0100 is static, with almost no movement (iow the explosion is missing). But also, since the char animation changes, it means only one was picked to be used, yet there's no concept of targetting body parts, so is it random?
  17. zelazko, I doubt reinstalling will help. I'd be really cool to have your files to play around with, but that's such a huge install to reproduce. just for kicks, try with the last build: https://sourceforge.net/projects/gemrb/files/Buildbot%20Binaries/Windows/AppVeyor/ the last one with the paperdoll fixes will be up in a few minutes, so wait a bit if you're reading this now.
  18. Since it's a g3 mod, it should definitely work on linux. EEs complicated the string handling, but there should be no need for wine.
  19. Yeah, looks fine (besides buggy mods screwing the two unrelated tables). What I'm saying is that I can't test this easily, since it's not a one-mod problem. There is something wrong at scale, with no good reason.
  20. Those are dialogs themselves, not dialog.tlk. The lucy mod is fine — I just tried it successfully, so this is definitely somehow related to your megamod install. do you get any console errors?
  21. Ok, I should have the fixes for the paperdoll today. First the mod uses a nonstandard bam, but I also see what's causing the miscoloring. worldmap: I've never seen any such problems, but I've also never tried any megamod install. Do you get any errors or warnings in the console after opening the worldmap and scrolling? The builds that are created after each commit are available from the download page.
  22. Is this dialog.tlk that you uploaded problematic? I can print all the strings in it from within gemrb.
  23. Yeah, something is fishy — I've used a couple of these npc mods without issue before. Can you upload your dialog.tlk somewhere?
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