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lynx

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Everything posted by lynx

  1. I've updated the file not to be shown as the default any more. No, which game you use does not matter. Look at the gemrb log or launch it from cmd to see it live. It could contain the reason why you can't load the games later.
  2. first, that's a decently old revision to use, but it shouldn't affect saving games. Since loading and saving works fine in the same session, I can only surmise the problem is with the os. Some sort of permission thing. Where did you install the games? Either way, you can set a completely separate save dir ... by manually setting SavePath in the config.
  3. There is approval process, git doesn't allow fly-by modification.
  4. afaik ToBEx only added two item bits for criticals, which is irrelevant for levelling purposes.
  5. Am I missing something or was this just not implemented? Description and code: but the spell only applies the other immunities. There is one more clab applied, but that's the documented -1 to cha. I know pst has a crit-protection state, but I guess it's limited to that engine and this was just a false promise.
  6. search for "EE": https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm some extra flag bits, another spawning method.
  7. TotLM likely not, since it starts and ends in HoW and needs no special treatment (old worldmap).
  8. lynx

    DLTCEP 7.8.0.2

    yeah, found out later it used the ones from 7.7, since that's what was in chitem.ini.
  9. Anyway, I've added a short checklist on how to make the buildbot binaries run: http://www.gemrb.org/wiki/doku.php?id=install:windows
  10. I retried with wine. All I had to do was install the ms visual runtime 2013, since wine didn't implement one of the functions yet. You probably already have it installed. Then I just set the plugins and cache path in the sample config and it ran far before realising I didn't point it to any game. So all is fine. I'll adjust the build bot so the path part is not necessary in future builds.
  11. I've investigated Cernd now and he works fine in an unmodded game. Must've been some mod that changed his shapeshift spells for the worse.
  12. lynx

    DLTCEP 7.8.0.2

    The effect parameter resolution thingie is quite annoying, just from being misleading most of the time.
  13. Even if what it says is true, it's not intentional. The buildbot uses a bunch of 32-bit dependencies and doesn't specify a 64-bit compiler, so it'd be really odd and wouldn't work at all. I'm pretty sure it also worked with 32-bit wine when I was setting it up. Anyway, I've added a debug print to display the target and after some fiiddling, appveyor confirms it is doing 32-bit builds. So the error is misleading. Something else is wrong. Do you perchance have a compiler set up?
  14. lynx

    DLTCEP 7.8.0.2

    Nice, wine is also happier with this.
  15. Did anyone test if this affects the enchantment level and weapon speed as well?
  16. What makes you think it's a 64-bit build? oO
  17. I don't remember DLTCEP ever being resizable, but I probably don't have the latest version either.
  18. since I was on the right branch, here's a quick video display/explanation: 10pp mod doesn't do any prohibitive game checks. It's needed to fix the scripts, dialogs and let the engine know about the new objects. GemRB doesn't care about party count, but tries to improve the gui if it's higher than 6. Just not in PST or IWD2, since their lack of space due to being horizontal was too annoying.
  19. The mod does support pst, it's just useless there since nobody bothered with the gui yet. If one doesn't mind using a hotkey to reverse party order all the time, there's no problem, besides looking ugly.
  20. Are you the same guy from youtube? It's possible with GemRB and the 10pp mod, while the EE guys previously (of BG) said it doesn't fit their vision. No go.
  21. True, but you lose the overview. Granted, at 40 even 5 columns would look unwieldy. And six times slower level progression with barely equipped npcs. It'd be quite a challenge to survive.
  22. You don't want 40 party members, trust me. Even playing with 8 shows more micromanagement is needed and it wouldn't scale to 40 at all. More importantly, there's not enough space to display that many player portraits in most windows that have them and even the game window would need a resolution height of at least 4-5k pixels. Just not displaying them could cause all sorts of other problems. The other option you mention sounds easier, but isn't, as far as I know. You'd have to further mod the mods first for the entourage to follow you around, not get stuck and initiate dialogs now and then. When it happened, you'd be overwhelmed with dialogs. Many combats would likely result in some of them dying and/or getting hostile ... So let it go. You want to play a game, not spend months hacking on mods or gemrb.
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