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lynx

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Everything posted by lynx

  1. Does the gui mod modify the files as well? Perhaps you need to install widescreen first.
  2. Not yet is a better way to put it. As of the next release only the volcano time-reversal scripting is in the way, I didn't find any other critical path problems. But it's definitely not something to postpone playing for.
  3. It's only easily moddable in gemrb, as the original had them hardcoded.
  4. 4. Use the sum of the two speeds. No data changes needed, but the bug gets fixed and easy modding is possible.
  5. Goddard/Jon Irenicus did some work on the data side of things, but that's about it. It's not just about replacing the graphics, but a lot of the structures need their offsets scaled, coordinates used in scripts and dialogs the same and maybe more. It's mostly a data mod if you pick a fixed upscaling factor; engine changes could just speed up some things, provide shortcuts. And there are probably some things that still need to be unhardcoded, but other than that, I imagine it could work without touching the engine. A lot of work either way, but I'm sure there'll be enough interest and volunteers eventually.
  6. I don't see any value in it, to be honest. Enemies won't switch targets; a downed pc might even attract more attention due to being easier to hit, so the benefits would be decreased. But you die by failing any save anyway (much unlike 5E), so the small unpredictable window of time this buys is small.
  7. I guess we have different expectations of DestroySelf and I treated it as if it also did something like UnmakeGlobal.
  8. Ah, true, there is a tiny race condition of sorts. If the Xzar block fired the same tick you wanted your mod block(s) to fire, it wouldn't work. Only for that one tick, so very unlikely, but yeah, better safe than sorry.
  9. It's the last block, so a Continue wouldn't do anything.
  10. Well yeah, it's a community project, so any help is welcome. File format stuff is in these files: https://github.com/Gibberlings3/iesdp/tree/master/file_formats/ie_formats
  11. A readme template is also available on G3's github, while the mod should already be nice and tidy if you used the RealMod mod template.
  12. Ah, interesting, I thought it was a separate engine, a light lift-up. It's odd that they didn't just use the extra death var scopes from iwd. As for the bit, I then can't say if that helps. It's what we need to do for the original pst in gemrb when compared to other games, but this mess was tested with something else — I think the Ignus pedestal.
  13. KAPUTZ is fine and in fact only usable in pst. I doubt that was removed in pstee, as there are at least 10 other users. pst has partly different flag bits for area animations and that's definitely true for bit 1 (blend, when counting from 0) — 0x0100 should be set instead.
  14. PersonalSpaceDistance is the Range reduced by the creatures' circle sizes.
  15. Good idea, added. And yeah, welcome back.
  16. Thanks for the note, I've updated the IESDP descriptions to be a bit more telling.
  17. I have no clue if LeaveAreaLUAPanic does anything practically useful. Maybe for multiplayer? In GemRB we've had a longstanding comment about it and deliberately changed it to do almost nothing (using parchment for eventual load screen image). You mention Brage and that's one reason for it, because in his script the two calls are not together.
  18. You can compile it yourself, it's not that complicated (see its github repository). A distro upgrade would also fix it, but of course that requires plenty more work.
  19. He has a thac0 of 20, no proficiencies (a +2 penalty — I know in iwd2 only non-pcs are penalized, but perhaps it's true in other games as well), no extra strength. So a 16 missing someone with ac 5 (as in the screenshot) is in line with our code, since it's only 21, while you need a 23. And I can't believe a claim of a missed critical hit.
  20. Thanks, that was enough for me to reproduce and fix the helmet issue. Combat: besides the critical I see only misses there, why do you expect damage? The thac0 business makes this feedback strings pretty hard to reason about. Images: I guess you could throw them on imgur or some other simple hosting.
  21. I can't reproduce that, but it was a problem at one point between 0.8.8 and 0.9.0. Perhaps another thing that got fixed later, as it's been almost a year since the last release. You could try the development builds, but since they're not yet in release quality, you might just be trading some bugs for others. Up to you. 4 could truly be a bug then. Is it something you can reliably reproduce? Also, since I imagine you have a similar mod loadout, can you check if halfling paperdolls work fine with helmets for you? I suspect it's a problem with some mod-added item not shipping a good bam: https://github.com/gemrb/gemrb/issues/1533
  22. 1. Rest button: I know some of the original gui files are missing it, but we make sure to add it when needed. It's been a while though, so it might have been fixed after 0.9.0. You can press R to rest. 2. Please provide a concrete example. 3. What do icons have to do with it? Other than that, a spell example would be helpful, in the console you will even see the filename. None of the problems are expected. 4. You mean the text logging we do? Ignore that, only the ingame messages count. 5. This is something we fixed after 0.9.0. 6. Sounds like a mod bug, since I wrote those with just the basic features.
  23. Master areas are those in mastarea.2da. I would only be testing with real piles, the ones in Ulcaster dungeon may be normal containers.
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