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lynx

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Everything posted by lynx

  1. lynx

    Heard you like parties

    Yes, everyone is a party member with full rights, automatically. The script extender has only a soft limit of 10, so you could feed it anything. Extra action objects are trivial to add if anyone convinces me there's a need. The non-game guis are the most annoying bit, but we'll see what we can do in subsequent releases. sayke: I'd at least wait for a proper gemrb release with this stuff. Should be really soon now too (glares at). You also have to remember that we aren't pixel perfect yet (that's what triggered my two last modder q&a posts), so some stuff can be off/odd. But do make the complicated install, it would be a good test of the 10pp extender scripts. I'd be interested in the full diffs/ folder it would generate for you, so I can see if there are any other problematic scripts that need special handling. You don't even need gemrb for this part.
  2. and this scripting bug: http://gibberlings3.net/forums/index.php?showtopic=27379
  3. Can you update the TODO sticky too? It's really hard to gauge the general status of the mod, if this is supposed to be played yet and if there are any caveats.
  4. lynx

    Heard you like parties

    SOA playthrough was completed. I did almost all of the quests, all the major areas (sans WK) and xp wise everyone ended up a bit shy of the level cap. Some more screenshots are at: https://github.com/lynxlynxlynx/gemrb-mods/tree/master/10pp/screenshots After the first PP challenge, this is the team: sorcerer/monk 13/14 ~2,730,000 xp jaheira 13/13 ~2,705,000 xp minsc 17 ~2,710,000 xp kivan archer 17 ~2,760,000 xp tashia sorcerer 17 ~2,700,000 xp haldamir fighter 18 ~2,680,000 xp nalia 17 ~2,690,000 xp viconia 20 ~2,700,000 xp Most of the xp differences are from different starting xp (npclevel.2da). For example Kivan started with 50k more than everyone else. What's amazing is that Minsc came out with more xp than Jaheira ... but upon inspection I see I forgot to turn wisdom mod on, d-oh. Well, at least it didn't get too easy — Viconia would have had almost a quarter more xp. This was actually also a pre-release test and bug hunt. Some were already successfully squished, both in gemrb and the used mods themselves and some remain for later or another time. A 10pp ready release can be expected during the summer.
  5. lynx

    Heard you like parties

    The problem with scrollbars on the portrait window is that it would take extra width, so you'd also autocreate horizontal scrollbars. Yuck, unless the window width is also adjusted. Which would only work in the main game view ... However, we could probably just make it invisible or disable it and make scroll input on portrait buttons do the actual (classical) scrolling. Would be better than stacked scroll buttons below the portraits too.
  6. lynx

    Heard you like parties

    Good question, I completely forgot about that. The party window still has only 6 slots, so you'd need to use a hack: - create all the characters, but export the ones above 6 - start the game, ctrl+space to open the console - cc("filename") (for each .cre exported earlier) Boring battle video: https://youtu.be/0W0w_i6vNjs I forgot to show the inventory stuff, but a careful observer will see that spell list sorting is used.
  7. lynx

    Heard you like parties

    Thanks. Oh, if it wasn't clear, you'll need either a snapshot from our buildbot or build gemrb yourself (until the next release). As for the two questions in the thread: - of course it works on iwd - we can't automatically scale smart difficulty checks, so until modders compensate for that (who am I to judge intent?), the smaller xp amount is all you get. But it's not that severe due to all the quest xp, so even my Minsc, with a 12% xp penalty, is at level 16 at the Tree of life.
  8. lynx

    Heard you like parties

    Simple problem, the exception checker is case-sensitive and needs adapting. Either pull the latest changes or change line 20 of extender.pl to: if (index(lc $exceptions, lc basename $input_file) != -1) { Btw, do you have a link to that thread? I'm near the Tree of life, so the playthrough should be done soon and more pics will follow. No party number related problems at all.
  9. lynx

    Heard you like parties

    Doesn't ring a bell, but I haven't actually tried any of those. In the meanwhile, our squad of 8 is mercilessly emptying Underdark. Fixed a few unrelated issues on the way and ended completing the tavern monster brawls. The duels are next and the referee's dialog is one of those painful special cases that 10pp can't handle automatically. Nothing that reordering the party couldn't fix though (or just not challenging with pc7 or pc8).
  10. lynx

    Heard you like parties

    It's already a chore with 10, so I can't imagine 40, especially if you don't want to cheat (jump). BG2 is full of narrow spaces, so you end up micromanaging a lot. BG1 is similar, except for the wilderness areas. Imagine using its wand of summoning twice and then perpetually managing everyone. Ugh. But it would be interesting to have a mod-staged army-style large battle, fully under your control. I remember one of the total conversion mods (dod? tdd?) tried something like that. IIRC it became too slow in the original.
  11. lynx

    Heard you like parties

    What's "full"? BG2 is finishable, all its side quests should be too, most mods work as expected, but of course, there are and may be some extra bugs. Not considering the new goodies, I think the general feel would be "needs polishing" at certain places. Mostly it's due to poor understanding of how the originals worked — they had complex, silly and buggy engines afterall. 40 is a nightmare, trust me.
  12. lynx

    Heard you like parties

    nope, but you'd get into the same situation with summons. Interesting test case and I think actors would just overlap.
  13. lynx

    Heard you like parties

    Yes. While it would be easy to add the scripting objects with tobex, 6 as max party size is hardcoded in many places that would need to be pinpointed and fixed, plus the whole gui is also in the engine ... So I doubt it will ever appear anywhere else, unless ees copy it. For bg2 it's not as exciting as I thought, but bg1 should shine with all those wide open spaces and greater effective penalty for larger parties.
  14. lynx

    Heard you like parties

    In general, yes. Can't tell without trying. All the differences in the affected scripts are saved (diffs folder), so it's also easy to verify the changes before playing — if you can read iescript. Extra testing is always welcome, I think I'm still the only one playing right now. About to sail for Brynnlaw, not much changed since the last description. You'll need the git gemrb version though.
  15. lynx

    Heard you like parties

    I'm starting a test playthrough with monk/sorcerer, wisdom xp mod, iwd2-style output, stoneskin autocast before rest, spell list sorting and the normal mods: G3 Fixpack, DBG, Haldamir, Tashia, Saradas and Kivan. /.../ So far so good — only unrelated bugs (to be dealt with before the next release) and a cosmetic one in a cutscene. Cleared slavers, Trademeet, De'Arnise and now about to enter the shadow temple ruins. Positioning can be hard in small spaces and longer range weapons come in handy. Still, would be very annoying without jumping. Inventory management is not that much of a chore. More people means less xp per person, but this is offset by using the wisdom bonus to xp mod. So Minsc and the other dummies receive less xp than usual, while wisecracks like Viconia get almost a quarter more. And since you don't get everyone at the start, npclevel.2da is also in play, increasing diversity. We're still at lower levels, so the wisdom differences are not showing that much yet. Anyway, difficulty-wise, nothing special so far, but we'll see how it goes with mummies, dragons and worse.
  16. lynx

    Heard you like parties

    Ok, the weidu mod is done / done enough. See first post for more details. Depending on your install, some exlusions may need to be added.
  17. the mod has an unwritten dependency. Original bg2 does not include an ids with SSE defined, so installation fails. Include dir.ids in the mod if you want it to be usable without ees.
  18. lynx

    Heard you like parties

    I've been busy with RL work, but this will pick up again now that I had to downsize myself. The script and dialog masher is written in perl. The dialog one isn't finished yet, since it has some uglier grammar to deal with, but it has already undergone a rewrite (unfinished — uncommitted). The weidu shell is almost complete too, so for windows users the most problematic thing will be installing perl (not that it's hard) beforehand. I don't think I'll bother with any scrollbars though, the swapping hotkey should be enough for starters. So the actual steps are: finish the dialog extender, finish the weidu shell, test. BG1 itself is so simplistic that it already works if you do the (de)compilation manually.
  19. lynx

    Heard you like parties

    It would require loads of work, but sure, it's possible with a few constraints.
  20. lynx

    Heard you like parties

    Either you read everything line by line (tracking a lot of extra state) or take shortcuts where possible. Perl's multiline capabilities and strong regex support were a natural plus, besides providing a nice exercise. Weidu would of course be preferable, since then there's no perl bundling hassle, but it is just too much unsexy work. Most languages either have regex support built in or in modules, but I don't see what we'd gain by using python. A plain regex approach could be made to work, but it would be unmaintainable and hard to add exceptions to. Harder to write than a pure weidu version too. There are multiple options for the inventory and other screens, sure. I find them annoying, but perhaps that will change. If you add a scrollbar or buttons (less positioning/room hassle), you're still limited to movement between the closest 6 members. An improvement from before, but not perfect. The automatic drag scrolling would probably be ok, even with the ocassional misscroll, however the technicalities behind it make me wonder if it would be viable to impletement at all. That's why I just added the ctrl-e party order reverser. Nice and simple, good enough for now.
  21. lynx

    Heard you like parties

    Progress on the mod is great. The script extender has been finished and briefly checked against bg2+g3 fixpack. 366 out of 3794 scripts needed to be changed and only a few stand out: - numinparty*(6) use in the final hell battle: since we just replace with GT(5), there won't be any extra demons spawned. Extending the content is not this mods purpose - fguard.bcs uses some globals to track how he's killing you. We can't handle that, so your whole party can't be assassinated. In other words, pretty obscure stuff that we don't need to care about. Next up is the dialog extender, which will likely not require substantial work. Then it's just more checking and searching for exceptions, finishing the weidu part and optimising its lookup, so not all scripts need to be decompiled.
  22. lynx

    Heard you like parties

    I don't think so, since you would have to stop dragging to click. Not a problem for other windows, but I grew to dislike the idea. I'm thinking about alternatives ...
  23. lynx

    Heard you like parties

    not without some small changes to gemrb* and recompiling. And altering the mod, once it is finished. But in general it would be simple, yeah. I picked 10 since it is my version of the practical limit, especially due to the inventory window, where there's no room, but you still want to be able to drag items between most portraits. * same as https://github.com/gemrb/gemrb/commit/e0274ef83882cae5d7def2a081d8e5f81222cb67
  24. lynx

    Heard you like parties

    Hacking progresses nicely, mostly thanks to the lessons of the first attempt. Now it's all test driven development and the Or monster has already been slain. But there are also some very tricky files that will be hard to autohandle, we'll see ...
  25. lynx

    Heard you like parties

    Well yeah, I'm just saying it's extra work. Weidu nicely indents those blocks one level deeper too. The only ones we can take care of automatically are the ones affecting the whole party and for those we already have all the numbers we need: 6 -> chosen max.
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