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squiros

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  1. why would anyone care what a voice actor wants or doesn't want? their 'wishes' are exactly that - their wishes. none of it is legally binding. unless the va is a personal friend of yours and you don't want to damage that relationship. in the legal world, ownership and possession ARE legally binding. if the actor owns that voice, they need to prove it (it must be widely known, and it must be recognizable). and i think that's where people are confused. voice actors don't own that asset for bg2. literally, wotc would have licensed that and the actors would have lost all rights to it. so an actor can't go back in time and say 'bg2 used my voice, which i gave, and i want it back'. second, you have to prove that the voice is being impersonated. for example in the music industry, it must sound close enough. but 'close enough' might go to jury, and often has (eg vanilla ice vs queen), midler vs ford, wait vs frito lay. keep in mind, ford and frito lay made money and that has provable damages, which was the main contention in those suits. "Vocalizations themselves aren't copyrightable, so anyone can do an impression of anyone else, and often the whole point of an impression is to use different words than those used by the famous voice. " https://www.avvo.com/legal-answers/does-a-comedian-violate-any-copyright-laws-by-doin-311098.html this is why comedians are covered. in fact, many famous comedians all do impressions. none of them face legal action because again, you must prove damages. just because robin williams does an impression of a celebrity doesn't damage the celebrity's value because people are aware that it's robin williams doing an impression. AI at least in my country has been declared public use. so anything generated by AI is completely free for all to use. as far as how it's generated, it's fairly complicated. it's a set of linear transforms on what i think is a fourier transform for a lot of stuff like images and audio. when and where this occurs is a bit ambiguous - in fact it could be that only the authors ever knew and now even the authors may not know. which means that the AI would be liable for doing the copying, and since the AI can never make money, it would never be grounds for legal action. this is likely why the AI creators made everything free to use and distribute. the legal trouble, especially in different countries, is basically insurmountable. copyright necessarily requires the making of money in order to be actionable. even auxillary stuff like comedians doing a copy isn't actionable. "Under U.S. copyright law, voices cannot be protected. This is because voices are not “fixed” and copyright protection is only available for “original works of authorship fixed in any tangible medium of expression.”[1] Trademark law also does not protect voices, although sounds that identify goods or services can be registered as trademarks. One example is the “NBC chimes” registered in the Trademark Office (No. 0916522) for television broadcasting services. Celebrities that have well-known catchphrases can also try to register these as trademarks. For example, Michael Buffer registered several variations of his famous “Lets’ Get Ready to Rumble!” phrase (e.g., No. 2594218). Even so, this only protects the phrase, not the voice saying other things." https://grr.com/publications/hey-thats-my-voice-can-i-sue-them/ and lastly is precedent. the law can't say 'a is true' and then say 'a is also false'. it kind of nulls the entire system. as a result, the first copyright suit against AI will basically set the stage for all other copyright suits. as of yet, it doesn't seem like anyone has pursued this in a court of law in any country. it's very difficult to prove damages. and in fact, the opposite could be argued. if someone posted a mod that said 'new and expanded aerie voice mod', if bg2 made a million sales from it, they couldn't sue that modder. it probably wouldn't make sense to. but again, 'widely known' also needs to be proven, especially looking at medler and wait. i don't think you could prove aerie's voice, minsc's or even sarevok's voices are 'widely known'. and of course, copyright duration. copyrights are not infinite. i think bg2 has expired its copyrights. there are many legal processes that can be employed to extend copyrights, but i think those doors are soon closing or closed. i have no idea if wotc has extended its copyrights or done any of the legal tactics required to extend copyrights, but the fact that none of the youtube channels posting direct copies leads me to believe that it's no longer actionable. for example, disney has a mouse that recently entered public domain despite their legal tactics.
  2. if you look at the original nashkel mines entrance, you'll see that the textures are normal. however, if you look at the same spot on bgee, you'll notice actual large pixel blocks. specifically, look at the ground near the mining lift wheel, and some of ground near the tree. it's actually blocks of pixels. if you're looking to enhance the textures, you may want to look at the originals instead of whatever happened to the EEs. i'll admit, it could be specific to my computer during the installation of eet. can anyone else take a look?
  3. i don't speak russian, so i can't really read and understand tipun's posts. while iwd 1 works almost flawlessly, iwd 2 is really buggy. spoiler alert, i'll go over the bugs i've discovered and proposed solutions. maybe someone can translate and give it to tipun. these fixes are game stopping, they are not optional. i didn't think anyone would try iwd 2 because it's a completely different engine, so i kept the solution(s) to myself. the variable IWIHidden is a LOCALS variable that is basically never set correctly. i don't know if the iwd2 engine is just too different. palisade fight stalls because enemies never spawn. there are 11 creatures in the first wave, 8 in the second, 5 in the third, all need to have this applied. ActionOverride("05_Ghotrag",SetGlobal("IwIHidden","LOCALS",0)) Activate("05_Ghotrag") ActionOverride("12_Goblin_Team_05_01",SetGlobal("IwIHidden","LOCALS",0)) Activate("12_Goblin_Team_05_01") etc. this needs to be set for literally every single creature in every wave of enemies. after the fight, the mayor doesn't give you a waypoint. you can't leave the palisade. RevealAreaOnMap("IW3000") // Horde Fortress Gates limha will 'flicker' as her script fights to make her active and the map tries to deactivate her. SetGlobal("LIHMA_OUTSIDE","GLOBAL",1) after exiting the monastary, the IWIHidden variable doesn't seem to work for anyone. i don't know why. setting the variable doesn't fix the encounter. the only workaround i've found is to simply disable the IWIHide script altogether. luckily it's in an isolated slot (override) so once disabled, all other script functions are fine (class and specifics for combat, for example). Activate("Harhor") ActionOverride("Harhor",ChangeAIScript("",OVERRIDE)) Activate("5203_Barud_TeamXX_01") ActionOverride("5203_Barud_TeamXX_01",ChangeAIScript("",OVERRIDE)) this needs to be set for everyone in that encounter, zama, dargub and their teams. the fight in kuldahar stalls for the same reason. ActionOverride("Cedra",ChangeAIScript("",OVERRIDE)) Activate("Cedra") ActionOverride("6001Black_Neo_Orog1",ChangeAIScript("",SPECIFICS)) Activate("6001Black_Neo_Orog1") needs to be set for literally every creature. like all other encounters, the game is checking to make sure every creature is dead before incrementing to the next wave of enemies. worse, the hide script is not consistently using the override slot nor the specifics slot. i'm guessing it's using the lowest priority first open slot. regardless, the above fix consistently works. inside dragon's eye, there is no way to brew the potion. worse, the plant in the cutscene is completely missing. the transmutation table doesn't do anything, even after pressing the lever. i can't make the script work, for whatever reason. it could be the same reason as the other variables. i gave up and simply create the potions. i noticed tipun also did this - in earlier versions, players had to create item. in the recent version, he simply places a few potions after the encounter on the table in the boss room. this is inconsistent with the iwd2 game. CreateItem("z6potnsb",1,0,0) // Sabotaged Histachii Brew CreateItem("z6genwp",4,0,0) // Wyvern Poison the wyvern poison requires 4 brews for 4 altars, but none get transmuted. the sabotaged histachi plant never becomes the potion, even if created by console. even after createitem is used to make the correct potion to bypass the gate to hit the lever, thorasskus doesn't have any of the correct variables set and will frequently have weird dialog. i've had it work only a few times in several playthroughs but this encounter consistently fails. sometimes nobody is even there. ActionOverride("Thorasskus",SetGlobal("IwIHidden","LOCALS",0)) ActionOverride("Thorasskus",SetGlobal("CurrentForm","LOCALS",1)) ActionOverride("Thorasskus",SetGlobal("ChangeForm","LOCALS",1)) ActionOverride("Thorasskus",ChangeAIScript("",OVERRIDE)) Activate("Thorasskus") ActionOverride("Thorasskus",ApplySpellRES("IDRINVUL",Myself)) // No such index Unlock("AR6103_Treasure_Room") ActionOverride("Thorasskus",CreateVisualEffectObject("ALTERH",Myself)) ActionOverride("Thorasskus",CreateVisualEffect("ALTERH",[2000.2470])) ActionOverride("Thorasskus",Polymorph(YUAN-TI_PRIEST)) ActionOverride("Thorasskus",SetGlobal("AnimationId","LOCALS",60704)) OpenDoor("AR6103_Bridge") TriggerActivation("InfoBridge",TRUE) TriggerActivation("To6103a",TRUE) TriggerActivation("To6103b",TRUE) TriggerActivation("InfoTunnelA",TRUE) TriggerActivation("InfoTunnelB",TRUE) TriggerActivation("TunnelHint",TRUE) these are copied and pasted from the scripts that are supposed to activate him. since it's a map script, i can't set a local in the map itself, so i simply execute what's in that script as if the variable had been set correctly in my own script file. i'd caution that animation id might be specific to your install. i only have eet (required) and iwd 1 + 2 and NOTHING else. so if you have custom animations thorasskus might look different. same with the tower of solonor after you try to purify the statue. none of it activates. ActionOverride("Iyachtu_Xvim",SetGlobal("IwIHidden","LOCALS",0)) Activate("Iyachtu_Xvim") all of the minions need to be set as well. i did NOT do this in my fix script. i think i just got tired. even after all the purification quests, pudu never shows up. if you create pudu, he flickers out of existence. same with the encounter afterwards. ActionOverride("Pudu",ChangeAIScript("",SPECIFICS)) ActionOverride("Pudu",SetGlobal("IwIHidden","LOCALS",0)) ActionOverride("Pudu",ApplySpellRES("idinvis5",Myself)) // No such index Activate("Pudu") ActionOverride("Vyxein",ChangeAIScript("",SPECIFICS)) ActionOverride("Vyxein",SetGlobal("IwIHidden","LOCALS",0)) ActionOverride("Vyxein",ApplySpellRES("idinvis5",Myself)) // No such index Activate("Vyxein") similarly, buvai never shows up after the rooftop fight to take the final fight. sometimes he will flicker long enough to initiate dialog. SetGlobal("Unhide_Buvai","GLOBAL",1) Activate("Buvai_deNaly") the fields of slaughter exit isn't set correctly, you cannot leave once you arrive. the barrier is never deactivated - however, there's a small edge of map travel that you can click on after running the script. and lastly, sometimes exiting the mindflayer dungeon there's an encounter that can cause your character to be permanently invisible. that is, your character will just show up as a name, no green circle or anything. similarly, in the ice temple, becoming incorporeal can also do this. the final fight also has the capacity to do this, for reasons i'm still not sure - it's a spell but i don't know which script is causing it. IF True() THEN RESPONSE #100 ActionOverride(Player1,ApplySpellRES("IDINVIS7",Myself)) // No such index ActionOverride(Player2,ApplySpellRES("IDINVIS7",Myself)) // No such index ActionOverride(Player3,ApplySpellRES("IDINVIS7",Myself)) // No such index ActionOverride(Player4,ApplySpellRES("IDINVIS7",Myself)) // No such index ActionOverride(Player5,ApplySpellRES("IDINVIS7",Myself)) // No such index ActionOverride(Player6,ApplySpellRES("IDINVIS7",Myself)) // No such index ChangeAIScript("",CLASS) END this is the spell that will undo the weird invisibility. i'm guessing a character that gets mazed or some such won't have the undo spell done and remain invisible. this script will make everyone normal again. dispel magic, remove magic, protection from magic scrolls, none of which work. this is a game mechanic spell that stops rendering your character, not just an effect. lastly, i've had some very random intermittent bugs that have occurred only a few times. maybe 3/10 playthroughs. the ice temple pass never opens up. the multiple day acting area sometimes doesn't trigger a cutscene and i can't leave the magma chamber, etc. the below fix will contain all the creatures that need to be set. i put all the fixes in the script folder and run it on my character when a fix is needed. this way i don't change any of the original files, in case tipun wants to fix it and my changes are no longer needed. simply delete my file - no conflicts need to be resolved. tipun did not incorporate all weapons and items from iwd2 either. the electric and mystic throwing axe are identical, but shouldn't be. the rest of it is super amazing and well balanced. returning poison arrows and returning flame bullets are super amazing awesome. phantasmal staff is the ONLY item in the game that you can give to mages - once they run out of energy blades or melf's meteors they will switch to this and NOT RUN INTO COMBAT! as far as i'm concerned, this is the fix of the century for bgt. in my opinion, installing iwd2 is worth it for literally this 1 weapon. that said, i have nothing but the highest praise for tipun. his mod is easily my favorite of all time in my favorite game. his work is absolutely ground breaking and i'm eternally grateful for his contributions. there was a renderer glitch where all doors were misaligned and cause a pixel shift, making hidden doors very easy to spot because there would be a misaligned glow around them. the fix was check the 'use alternate renderer' in game options. by the time i read that, i had done 5 or 6 playthroughs of iwd1 and iwd2. and i actually miss the glitch to easily find hidden doors (which can be turned on any time). iwdfix.txt
  4. full iw1 (v1.42) how tolm full iw2 (v2.01.1016) i have all the movie bifs downloaded. if there's anything i can do to help, please let me know.
  5. sorry, i can't pm the admin to get help on this matter. i'm getting this weird error in the conversion. the last log entry is: convert: THIEF.class -> THIEF convert: DHOBART.DLG -> (convert_dlg _DHOBART) [D:\games\iw\/data/zDLG.bif] 20836 bytes, 17 files, 0 tilesets [DHOBART.DLG] loaded convert: Protagonist.object -> Protagonist ERROR: PROGRAMMER: LevelInClassGT is not a Target trigger i've followed the direction with a full install of both games, write/read on both override folders, and changing the configuration file in /iw12 folder.
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