Jump to content

lynx

Modders
  • Posts

    3,903
  • Joined

  • Last visited

Everything posted by lynx

  1. chiv: the final stuff works fine now. There were some other issues after the teleport (getting the party properly killed and resurrected), but it should be pretty dandy in general. The viewport bug is still there and you can still not really die, but more notes on that on the wiki. edit: the store triggers were fixed too.
  2. The feature notes are less important, they're just there since there's no designated place. Pst animated everything, so it will be easier. It also used the Read more button a lot, but we can do without. If you want to see what's wrong with map notes, just revert the first chunk of 2c2f77e8f89 (happy accident). None will be displayed anymore, while they're supposed to be on the textedit used for their editing (the diff just made it display them instead of the map name). By SDL2 you mean the normal driver or the gl ones? Contingency bindings work now, thanks.
  3. chiv: cool! You can improve some of your staging stuff, let me know if you need any input. Eg., is the csound.2da one done? I'm done with iwd2 for this cycle, so I have plenty to catch up to, thanks to you guys. The problem boiled down to ClearActions demonstrably clearing only part of the action queue. I doubt the new way of things could hurt other uses in pst, but for the other engines, it is less clear and depends on use. Everyone believes it clears the whole queue in bg2 ... I think this cycle has had enough radical changes and will need extra testing anyway. I wanted to do a new release in a month or so, but SyntaxError still hasn't found time for the text regressions, so we'll see. tormentor: that's appreciated! What you need to know depends on what you want to fix and yes, it can be daunting. We don't have the luxury of being a library you can extensively write tests for and the fact that it's a reverse-engineering effort also hampers us at times. But we're getting sooo close.
  4. i managed to fix this cutscene issue, but it touches something very basic and crucial, so I'm not sure if it should go in at this time. Maybe I'll ifdef it for pst later, it could hardly be a more invasive change.
  5. yes, I don't see any bug there. note to self: cutscene/parser bug (save on previous page), store trigger issues
  6. re shield: the actual bonus is applied internally, check out its second opcode. It's a hodgepodge of everything. Many spells use that and then some are reliant on custom projectiles, so it's harder to look at these vs for example bg1 ones.
  7. it goes wrong before that - it didn't even run its function. Just need to improve the parser — perhaps another case of extraneus spaces (not visible in the output above, but in the dialog itself). We should never fail a compile without an excellent reason. I'm stuck hunting down a memory issue, otherwise I'd look at this already.
  8. he knows that Ishad ... The docs are at the bottom (the index one): http://www.gemrb.org/wiki/doku.php?id=documentation
  9. Thanks chiv! Baring any serious wtfery, the remaining blockers should be gone soon. I'll need a save for Trias and the incarnation stuff though.
  10. Nice, you're right. Even DLTCEP shows them. edit: oh, we even support this already, there's just a glitch somewhere, so Razor angel ink tattoo shows up too early. edi2: eh, that item has an extra space in the trigger string, so it was only that ...
  11. Alternatively, the quests page link also has some pure researching / digging around tasks that don't require gemrb or playing the game at all. Stuff like Fell's store ( ): http://www.gemrb.org/wiki/doku.php?id=pst_quests#vice_quarter
  12. Since the last release a month ago, a lot of work went into pst compatibility. As far as I know, it can now be finished with gemrb! So we're looking for testers to find any last blocking issues or rarer scripting/dialog bugs. Chiv made a nice wiki page with the details, but since many things changed, a new playthrough is needed: http://www.gemrb.org/wiki/doku.php?id=pst_quests Caveats: - think of it as story-mode, since some gameplay elements are still wonky or missing - http://www.gemrb.org/wiki/doku.php?id=pst_bugs - that link and our general todo cover a lot of stuff, so no need to report duplicates - I'm not interested in minutiae, but if you're the type to notice them and can verify the difference in the original, go for it — it will come handy some other time It'd be best if you could come to our irc channel when having problems, but noting stuff here is also fine. As always, recent builds are in the Buildbot Binaries folder: https://sourceforge.net/projects/gemrb/files/ Testing of other games is also welcome, of course, as always, as some changes were not game-specific. Thanks and enjoy the g3 revival!
  13. lynx

    Heard you like parties

    Sourceforge is now fully operational again, but not our buildbot. You'll have to use one of the prerelease builds.
  14. lynx

    Heard you like parties

    Sure, why not? They're full-rights party members.
  15. lynx

    Heard you like parties

    It's this trigger that's supposed to be present in bg1 too (says IESDP): 0x4076 OpenState(O:Object*,I:Open*BOOLEAN) However, I can confirm it's missing from my gog bg1 install. The file has empty lines instead of a few triggers in it, starting with that one, huh. Copy the bold stuff in the end to the end of trigger.ids to fix it and put the file in override/: http://gemrb.org/iesdp/scripting/triggers/bg1triggers.htm (you can get it with weidu --biff-get trigger.ids) actually here's the list from the finding post of 2004: 0x4076 OpenState(O:Object*,I:Open*BOOLEAN) 0x4077 NumItems(S:ResRef*,O:Object*,I:Num*) 0x4078 NumItemsGT(S:ResRef*,O:Object*,I:Num*) 0x4079 NumItemsLT(S:ResRef*,O:Object*,I:Num*) 0x407A NumItemsParty(S:ResRef*,I:Num*) 0x407B NumItemsPartyGT(S:ResRef*,I:Num*) 0x407C NumItemsPartyLT(S:ResRef*,I:Num*) 0x407D IsOverMe(O:Object*) It's not related to this mod, so it should probably be mentioned to gog. It failed because it tried to recompile a script from an area from Tales of the Sword Coast (fifth level of Durlag's tower), which is supposed to be fully bundled in the package.
  16. lynx

    Heard you like parties

    The simplest thing to do is to weaken yourself. You're already getting less xp, but you could also make it worse. It's simple to set (just a 2da), so you'd get less xp from each event or even give yourself a luck penalty. XP mod is also possible depending on your wisdom, so you could penalize yourself for using it as a dump stat.
  17. lynx

    Heard you like parties

    well no, it's just a frame, not part of the same window, so the usable size remains the same. Not impossible to change, but sounds nasty.
  18. lynx

    Heard you like parties

    Jarno, I doubt widescreen touches the framed views — I think it only expands the surrounding frame. The original used direct gpu scaling (the whole gui) for some of the unlockable resolutions too. Bill: as I said, this is control shrinking, so 10 would fit, just all the portrait buttons would be even smaller, with more obvious clipping. With two extra npcs, there's "only" 56x more combinations, but with 10 or more ... boom.
  19. lynx

    Heard you like parties

    Do note that they'd have to use our buildbot builds until the final release is out.
  20. lynx

    Heard you like parties

    https://github.com/lynxlynxlynx/gemrb-mods/blob/master/10pp/screenshots/10pp8-inventory.jpg
  21. lynx

    Heard you like parties

    ... and done, we now reduce the heights of all portraits in the framed windows, so no more workarounds for switching in inventory, character sheet and so on. Almost unnoticeable on 1024x768 for 8pp.
  22. lynx

    Heard you like parties

    the dev interaction is hilarious! I got another idea for the non-game screens though. We could just squish/shorten/downscale the portrait buttons in those windows.
  23. lynx

    Heard you like parties

    That should be covered by the distro, so a link would be fine. Docs for setting it up post install, if they're missing. You basically need the perl executable in the windows/dos equivalent of PATH (exe search path). Then I'd need to know if the mod works out of the box or do the perl invocations need a windows alternative (or perhaps only more docs). Then, since people don't read, I can probably add a nice test execution at the beginning, to verify perl is there and usable.
  24. lynx

    Heard you like parties

    well yeah, there are severl distros that could be bundled with the mod or it's windows spin (to avoid useless downloads). Someone would just need to test it and write up all the missing docs beyond what's in the current README.
  25. lynx

    Heard you like parties

    It already is wrapped in a weidu installer. I'd be cool if someone worked out a way of bunding perl (for windows users), but that's the only real hurdle. Most of tobex is already in or irrelevant, yes. It can't hurt to install it (or taimon's extender), since it only touches the original exe, which we don't use.
×
×
  • Create New...