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lynx

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Everything posted by lynx

  1. What kind of monthly (why not yearly?) fees are we talking about?
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. Is this dialog.tlk that you uploaded problematic? I can print all the strings in it from within gemrb.
  9. Yeah, something is fishy — I've used a couple of these npc mods without issue before. Can you upload your dialog.tlk somewhere?
  10. What's with that html dump?
  11. Thanks for double-checking and digging in — I just tested via the console. Now the first patch is applied, I finished the second (prevent casting, reenable both if status is restored), and GUIREC shows it.
  12. Fallen stuff: seems it was hardcoded and the script actions are used only in the hell trials. Fixed now. TODO hiding visual: can reproduce, there's also pulsating now. RETEST needed voiced lines will get cut off: sounds like a regression haerdalis: can confirm, at least on a modded install — the whole troupe is left behind polymorph paperdoll: the palette issue is known + I suspect we show the doll for more forms than the original Disintegrate spell - leaves bodies: this is like in the original, it depends on the gore setting NMI bounty hunter: can you elaborate? Sudden day/night change: what do you mean? worldmap stutter when scrolling: can't reproduce, how are you scrolling? spell visuals (projectiles): this was a hardcoded mess, so that's why, but unless you provide more precise info, there's not much we can do. Eg. cloudkill/web animates too fast. Sarevok's shadow: how red? Everything is redder in dreams. NEEDS RESEARCH dire charm: known problem; it's not clear what the originals did — I suspect they just temporarily assigned wtasight or somesuch script. Saradush soldier NPCs make loud grunts: is it the hardcoded loudness problem, damping, cutoff? Firebea®d in the Candlekeep Inn: what happens in the original? NON-ISSUE Re stunning icon/effect: likely a data bug, where only some of the effects allow for a save and the ordering is not good. Kinderek weapons: the mod author didn't fully set up his character when entering the area you need to wait few second for NPCs to load: mod/megamod issue; if anyone lags, it's because their appearance is scripted and if you megamod, it can MODS Of the listed, I only tried Xan and what you reported could easily be by design in the mod. Please open new topics for new stuff, so it's easier to work through.
  13. Thanks for digging in, so it turns out to indeed be a mod bug. pro5 seems to be the current maintainer, so zelazko, please bring it up to them — it's hosted on BWL. I find this kind of stuff highly annoying, so big thanks! Currently in the middle of fixing the remaining gcc8 warnings on master.
  14. Just an observation. This is more about making the component choices actually get installed. If the interaction with weidu was similar to interactive, it would only be about mod install order and component order would be automatically taken care of. So maybe there are other ways to communicate them.
  15. Looks more likely that your machine has been infected, hacked, altered.
  16. Additionally, some of the most useful cheats are listed here, with shorthand versions (always affecting the selected character): https://github.com/gemrb/gemrb/blob/master/gemrb/GUIScripts/include.py Eg. that CreateItem could also be abbreviated as ci("misc4g") .
  17. khelban: that's only the default for LIBDIR, but I added the extra option anyway. Not yet pushed. as for gcc 8.2, does this work for critters instead? http://sprunge.us/Xmn3iU?diff
  18. on leaving: make sure you don't exit the area before they manage to escape.
  19. Ok, thanks. Updated iesdp.
  20. Do you know what the second parameter is for? All users have it set to 1. All I can think of is perhaps what the variables are set to.
  21. He set it in the area file. I don't think bg2 supports snow though.
  22. These are engine hacks, so it would require a lot of work to reimplement them atop EE. And then again for everytime the binary changes.
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