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Posts posted by lynx
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Look at that github repo, that's basically what I was doing in late 2012 (uff, time flies!). It's all in the proof-of-concept sh script. Copying single actions is not problematic (bumping takes care of identical coordinates), triggers are a bit tougher as they require whole blocks and OR counts may change. And then subtle stuff like difficulty changing according to NumInParty* and similar.
But yeah, doable! If you want to help me make this happen, let's coordinate, so we'll be more efficient.
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Yes, the latest code supports displaying as many party members as your gui allows. There are no scrollbars, but once we add those, this limit can go away:The mod is complete, read the docs and instructions here:
https://github.com/lynxlynxlynx/gemrb-mods/tree/master/10pp
Testing with other mods and/or finding appropriate overrides is very welcome.
I'm starting a test playthrough with monk/sorcerer, wisdom xp mod, iwd2-style output and the normal mods: fixpack, dbg, haldamir, tashia, saradas and kivan. Finished, these mods go on the verified list.
Boring battle video:
https://youtu.be/0W0w_i6vNjs -
remind me in a few days, please.
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They're "just" backgrounds, but yes.
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Probably, we reused the values to store some parameters in the second column. The last is just a comment for convenience.
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3e backstab was already available in iwd:how btw, just not sure if there was an ingame way of toggling it.
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Depends on what code he looked at. Some of it could make you cry and not from joy.
But yeah, congrats!
Dude!! Have you any idea how much effort that would be? Everything would be delayed for additional years if they had to do any substantial stuff from start. IE is a mess internally, so it'd be hard to recreate it in a clean fashion (we should know).Sorry to take this totally off topic, but I'll accept a week ban if I must, for it, as to me it's worth it.
This... is symptomatic to a free dictionary, one that anyone can post on, the fact that the Baldur's Gate: Enhanced Edition (2012) uses the "Infinity EngineTM" has not been established ! I believe that the Beamdog had to recreate the engine from their own stuff and thus have the source code fully available for them, which then allows them to use a various of the old resources but also to create new.... started out as a mod has now made it onto the list of official Infinity Engine games. (Look, it's on Wikipedia!) That is amazing!
Making the last part of the wiki article a total lie.
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But please don't let this delay the release.
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This behavior hasn't been mentioned in the iesdp as well:
If param2 of opcode 148 is set to 2, then the target(s) rather than the original caster will cast the spell from the resource file at a spell level specified in param1. This behaviour is unchanged from BGII to BGII:EE
Do you have any examples? SpellPoint is always used just with coordinates+spellref in vanilla bg2 (and others). (Really)ForceSpellPointRES is the only exception from the spellcasting family, due to different parameter ordering. As far as I know, also only the Really* family forces the level with param1 (if also a string parameter is passed) or param2.
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His dexterity and constitution are fine for a cleric and isn't 10-11 the normal stat/strength for a human? Add a good charisma and godly wisdom and you have a superhero. Sum his stat points and compare to original NPCs if you want a more data-driven proof.
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he seems a bit overpowered when you look at his stats.
typo: "Gorion's warden" -> "Gorion's ward"
And yes, message theacefes to get some attention.
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My guess would be gender, in other words critters that are summoned versus critters that are gated.
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Lynx, you know a lot about the infinity engine; can you please tell me how weapon proficiencies are stored on a dual classed character who hasn't yet regained their original class abilities? This is the source of a bug in the "related weapon proficiencies" component.
They're stored in the same stat, just masked with a bit shift. I think some info should be in IESDP or its archive, however, here's the relevant code from gemrb:
https://github.com/gemrb/gemrb/blob/master/gemrb/GUIScripts/LUProfsSelection.py#L466
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even vanilla bg2 has an option for items to have strength bonus and I remember a sling using it. Giant's sling or something in that domain.
Compared to other ranged weapons, max weapon speed is really silly for slings. You gave the bows a range from 6-10 and using a sling is easier than a composite bow.
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Why are slings so slow now? It's really not so difficult to reload one compared to a bow.
WRT swords, I agree with krešimir(?).
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stealth as one stat is from bg1 engine days and as far as I remember the hide in shadows action code (maybe in the iesdp archive) just uses an average of the two. There could be an exception for rangers and monks in there, but I am not aware of it.
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I disagree, it's one of the few saveless options they have to compensate for lack of melee prowess. And they are rangers, it's not a fighter kit.
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yes, because the mod uses an effect to get this done. But it was clear egbert didn't know that.
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that's odd, but you probably just have to take his xp malus into account.
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message the gibbs directly ...
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Wow, thanks!
Opcode 232: since 0x2c is already used (iesdp is old there), is the time stored as a word or dword? Hopefully just in the first word.
extspeed sounds wonderful. And just a big grin at "A blank moraleai.ids is included just to shut up DLTCEP.".
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if you installed as root. If the files are readable, that's good enough for the game.
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are permissions sane on those dirs?
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if you get problems later, rename the variables to be cd2-cd5, except the first two. But you should be fine already.
Heard you like parties
in GemRB
Posted
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.