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lynx

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Everything posted by lynx

  1. He was commenting on the y-axis, not x (re quote 1 and 3). And yeah, standard presentation traps. It would be obvious the differences are tiny if the axis started at 0 or whatever good base value would be.
  2. I'm pretty sure that's an assertion, not a crash in the technical sense. It's from the tobex-only (ok, gemrb has it too) setstat opcode, saying it's being used improperly. What you can do is use NearInfinity to search for instances of effect 318 being used in spells. Then look at each and check what it passes as parameter 2. The tricky part is that you then need to do some math, since the parameter encodes two values — you only need to look at the lower word (& 0xffff). That's the thing that's below 387 in your case. What could be happening is that some of the mods you installed inadvertently broke compatibility with the original games by using EE opcodes. Protection from resource is at the same number (318) there.
  3. Can't you do that more simply through the iwd-style splprot opcodes?
  4. Yeah, the sometimes different timing of spellcasting or the cutscene-like pausing it does.
  5. I can only speak of the original, where yes, it's a hardcoded mess. True, it was largely hardcoded in most engines save iwd2, but coupled with pst's hacky opcodes and changed spell system this is just beyond snafu.
  6. It looks like I forgot to mention one other file. Perhaps it's not a bug and the engine handles it well, but it's worthy a test. An excerpt from opst ar0502.ini, with some empty sections: [guard4] /.../ [guard5] <-- bad (empty), but harmless [guard5] <-- actual section /.../ [guard5] <-- bad (empty) and overrides contentful section [guard6] /.../
  7. Thanks! Added finality note to #1, since it's the other way around the usual expectations. #16 sounds like a bug or improper testing — why would they go add an identical mode? #42 and #62 it's not missing, but it is true only since iwdee, and it's mentioned in the iwd version as well (was only HoW technically). Will make it clear it's not available in other games. #100 / 178 / 179 - how was this tested? AFAIK it's used by some internal AI targetting logic, so just trying regular combat is not a good test. #105 - yep, bg2 introduced the change. The opcode was already split, but this wasn't mentioned. #108, #112 added. overlay opcodes: already there. #79 suspicious, but asked Bubb to check. Fixed. #213 fixed. #217 added.
  8. It would be a good test to also try non-casting classes, dualclasses and multiclasses via Vhailor's helm. Any flooring in the logic is from the number getting cast back to an integer.
  9. The gog version doesn't have any extra fixes in that sense (nor was it made by Beamdog). It definitely includes 26498, since there's a ReadMe_addon_patch.txt mentioning it.
  10. I tried with my gog version and +2 arrows got properly reflected. Are you sure those weren't just misses for you? The fixpack only adds missing projectiles, but since you tested with many already on the list, that doesn't change anything: https://github.com/Gibberlings3/BG2-Fixpack/blob/4e47a5cdc147c2541515c64ca97684fd4806aca3/bg2fixpack/lib/core_item_other.tph#L1360
  11. The "speed" is capped, don't worry.
  12. Hmm, that rock shadow is worse on the EEs, you can barely notice the big square blocks in the original:
  13. Weren't most of the GUI colors externalized to some lua file? Maybe that was not the case in pst:ee, but I definitely remember it for bgee.
  14. https://github.com/gemrb/gemrb/issues/383
  15. I can't think of any good reason for that not to work, please file a bug.
  16. Avenger read the perceived damage as: header->DiceThrown * (header->DiceSides + 1) / 2 + header->DamageBonus
  17. The first thing is easier to do just by modifying the code, just adding somethink like a `GemRB.PauseGame(1, 3)` call to an existing script. I think it might be in GUIWORLD.py, can't check right now — you're looking for OpenContainerWindow. Try ctrl-4 or one of the other keys to get all the doors etc. It will also highlight traps I think, though. Not sure why you want tab along with it.
  18. I'm pretty sure it does work. What doesn't should be identified and fixed. The only engine hack I remember from ia or 1pp was for the deva component.
  19. It wouldn't be that easy. Now we use the new profs if bg2 is detected and the old ones otherwise. Most of the code is in LUProf*.py. It wouldn't be technically difficult to change, there's just several places where it expects the current behaviour. How does TA's version work? It shows both prof versions at once?
  20. No, it would have to be reimplemented (some of the changes are easy though), since it relies on the new tobex. btw, check out ctrl-w for loot.
  21. Way too much stuff in one thread. As for the console spam, it's hard to say; I don't see it, so it could be an openal problem on windows or some other thing. It could potentially explain some sound issues. Some of the faintness is likely from the range of the speaker from the center of the viewport. I don't know if our model of the audio is similar enough (damping range, speed etc.) to the original. You can also tweak relative sound volume by modding sndchann.2da from the original game.
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