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lynx

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Posts posted by lynx

  1. 28 minutes ago, morpheus562 said:

    Not true at all, and the 20% difference is not tiny. Current y axis gets the data present so it is easily viewed and understandable to the audience. I'm curious with the number of people commenting to the negative, how many of them have either taken any statistics classes or created these types of graphics professionally to illustrate program metrics to executive and senior level leadership? I have done and do both.

    Are you seriously going the "appeal to authority" route? 😬

  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. 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]
    /.../
  4. 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.

     

     

  5. 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

  6. 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.

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