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lynx

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Posts posted by lynx

  1. 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!

  2. 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.

  3. 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.

  4. 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.

  5. ... 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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. :wallbash: 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. :)

  11. 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.

  12. 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.

  13. 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.

  14. 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. :)

  15. 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).

  16. 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.

  17. 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.

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