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Posts posted by lynx
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yeah, but that requires all the ee games, right?
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The code doesn't mention iwdee anywhere, but it does support the other ees, including eet. It's all the same engine, so perhaps you could just do a naive search and replace first.
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First, 10pp supports PST, but gemrb doesn't their combination. I think I added the restriction since I didn't want to bother with PSTs and IWD2s horizontal portrait bar. We do support horizontal ones (eg. for party reform), but it probably needs some tweaking to work for those two games — it was never tested.
As for the build, that's also something that's very hard for me to test. Can you upload your config somewhere? And please use the same path delimiters everywhere, as mixing / and \ looks sooo wrong. Windows uses \.
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It can be yet another query, similar to how most gui installers ask you.
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ACTION_IF ~%WEIDU_OS%~ NOT STRING_EQUAL_CASE ~win32~ BEGIN AT_NOW ~./add.shortcut.sh~ END
add.shortcut.sh (marked as executable; chmod +x add.shortcut.sh # above, if it can't be done before):
#!/bin/sh cat > $HOME/EET.desktop << TEETEE [Desktop Entry] Encoding=UTF-8 Value=1.0 Type=Application Name=Enhanced Edition Trilogy GenericName=Enhanced Edition Trilogy Comment=Enhanced Edition Trilogy (EET) Icon=$PWD/EET/docs/images/EET.ico Exec="$PWD/start.sh" "" Categories=Game; Path=$PWD TEETEE
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Are you sure macs use these files at all? It's only a FDO spec. $HOME can also be derived from the weidu constant USER_DIRECTORY/../.. .
Overall it looks overly complicated. Why not do it all in a shell script, where there's no need for half of the code?
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2. it's $PWD or what the pwd command would return. I'm pretty sure .desktop files are purely declarative.
1. If weidu doesn't know about ~ or environmental variables, you can evaluate $HOME in a script. `echo -n $varname` to capture it.
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Linux uses .desktop files. Install something like this into ~/Desktop:
[Desktop Entry] Encoding=UTF-8 Value=1.0 Type=Application Name=Enhanced Edition Trilogy GenericName=Enhanced Edition Trilogy Comment=Enhanced Edition Trilogy (EET) Icon=/path/to/icon.png Exec="/path/to/game/start.sh" "" Categories=Game; Path=/path/to/working/dir
The last path is redundant, as you could run set it from the script (if it's needed at all). start.sh is what bg2ee uses.
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yeah, that was covered. I skipped the destruction of Imoen and Yoshi, since it may be unwanted in eet.
RE = reverse engineering.
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this is from RE, but there could be errors. What Anomen do you get if you didn't have him in the party and summon him via pp?
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The item is amul27, if you don't have it yet. It's the only thing you get when transitioning (vs starting anew), though some of the extra bags remain unclear (bag19/a/?? - it was supposedly based on xp).
It sets StartMP=1 if it was a multiplayer game. These are made sure to be set:
- HadEllesimeDream1 = 1
- HadImoenDream1 = 1
- HadSlayerDream = 1
- HadJonDream1 = 1
- HadJonDream2 = 1
- HadEllesimeDream2 = 1
Gives you xp to reach the minimum starting level if you're lower. Sets XPGIVEN to the difference.- Apply SPIN661 on Edwin
- Apply SPIN678 on Anomen if he is Lawful Neutral
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If you're not using MoveToExpansion, aren't you missing out on a lot of other stuff? More variables, familiar upgrades, bhaal power upgrades, an item, npc cleanup, potentially xp ...
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Looks fine to me. One technical question though: how did you implement the +x bonuses? I thought this was hardcoded in the original.
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Oh, much simpler than bgt then, thanks.
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How long is the longest line of spawngrp.2da in eet?
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re mac: perhaps it was linked to new apis, not available in the old mac. It's definitely not a problem on the weidu code end.
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The console stuff looks fine.
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Yeah, I also looked at the 60 odd effects. Other candidates: other main stat drain to 0 and potentially if anything can set the frozen/burnt/melting state (+ any normal hit == instachunks). Now it only protects against petrification.
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Yes, but none of this is the item's fault. Vanilla baldur.bcs doesn't mention it or Imoen at all, so it was either a personal script or a check in all the CI area scripts. However, the problem is with the Spellhold Imoen.
But yes, another pointless discussion.
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The dialog is not attached to the item (pst actually can do that) and I'm sure EET is not (re)assigning CI dialog to Spellhold Imoen.
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that belt is the most overpowered item ever though, even considering cheesy mods.
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EDIT: See short instructions here:
http://www.gemrb.org/wiki/doku.php?id=install:windows
After a few lost days of annoying fights throughout our stack, automatic windows builds are finally back! Now using AppVeyor, something similar to Travis, but with windows hosts*.
They'll all be here:
https://sourceforge.net/projects/gemrb/files/Buildbot%20Binaries/Windows/AppVeyor/
Install python2 if you don't have it yet:
https://www.python.org/ftp/python/2.7.12/python-2.7.12.msi
It's untested, so please let me know if it works properly. It's a 32bit build using SDL1 and all our optional dependencies except for vlc and vorbis — nothing you could notice.
From now on, they'll be generated after each push again. Commits and pull requests will be tested for msvc (13) compatibility, but only on the master branch.
*(Luckily it doesn't need a configuration file in the repo, since it took 89 iterations to get right!)
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That's why I said it is odd, since he said something else. But I don't remember which mods it was about.
smeagolheart: no, it's not included now.
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FIX below.
In case anyone else gets bit by this. The problem is blatantly obvious in gemrb. The particular response is governed by a simple local variable, not used anywhere else, so it was simple to track down.
IF OR(3) AttackedBy([GOODCUTOFF],DEFAULT) HitBy([GOODCUTOFF],CRUSHING) HPPercentLT(Myself,100) Global("P#KivanAttacked","LOCALS",0) THEN RESPONSE #100 SetGlobal("P#KivanAttacked","LOCALS",1) END
So which one of the three is true on spawn? HPPercentLT and quite obviously — the CRE file has 40/44 HP.
(the real question is if some versions of the engine did or didn't heal creatures on spawn: testing in tob via script or cheats shows no heal — htf could this have ever worked?)
Update: the issue isn't obviously visible in the original, since even if you dismiss him, he just immediately escapes, so the block doesn't get a chance to run. If the preceding movement blocks that start the dialog were removed, the issue would be clear.
Windows builds are back!
in GemRB
Posted
Hmm, nothing sticks out from the config. The dll is in E:\Mods\Planescape Torment\Essential Mods\gemrb-win32-deb4305\plugins right? There is no useful error reporting on windows there yet, so I've added it now. Please retest with the latest build once it is ready (5e5bdd7) and post the log.
As for 10pp, sure, if you're willing to test, I can throw patches at you. The first thing would be to install widescreen and 10pp, if you haven't already. Then delete or comment out lines 1395-1397 in gemrb/GUIScripts/GUICommonWindows.py . Then report what happens when you run the game.