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Avenger

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Everything posted by Avenger

  1. >Problem is I have no idea what the "size" refers to. I can't see any "size" file when views CRE files in NI. The assertion crash message simply means, the creature loader didn't finish loading the creature (and returns with -1 as creature resource size).
  2. I answered your question: "So are those used in any infinity game?" And my point was, somewhen at the early development of bg1, someone wrote those field names, but didn't follow up with any implementation. The rest of the games in the following 20 years just inherited the names. As of the EE, you can expect unused fields to be re-purposed when needed.
  3. The symbol names don't mean much for an unimplemented field. But as a rule of thumb inherited fields go like this, bg1->pst, bg1->iwd, bg1->bg2, iwd->how, pst->iwd, how->iwd2, bg2->tob, tob->ee The above mentioned fields appear in bg1, so they are in every version (unused).
  4. I think, this is why i made 'order palette' functionality in DLTCEP The transparent index is best left at 0.
  5. Yeah, nothing uses modalstateobject. It was originally made for the shaman dance but now that feature uses an effect It remained in the engine because it might be useful later.
  6. For missing PSTEE actions, you can copy & paste vanilla PST where available. Well, some are different, for example: GenerateModronMaze() This action generates data for the Modron Maze (AR13**). The generated data is held in a separate torment.maze file, which is in the compressed saved game. The maze file is 1856 bytes long. Starts with MAZEV1.0 the rest of the data is the same as the maze structure in vanilla PST. .maze resource ID is 0x0804 (though it will never appear in a bif).
  7. I don't think it was ever published, these effects can set up different charge counts in parameter 3 & 4 (external effect). You can also use them to spawn 2 or 3 different items, (one of them selected randomly), if you fill the resource2 and resource3 fields. A working example for the charge selection is the bard flute
  8. Avenger

    DLTCEP 7.8.0.2

    Do you use some special effect description file? Remove the 1's from the second column. Or just use the one coming with the package.
  9. I think the same message is displayed, If the file is corrupted in some way.
  10. Avenger

    DLTCEP 7.8.0.2

    New dltcep (7.8.0.2). May crash on exit. dltcep78.zip [edit] apparently this link is dead, scroll down for a working link. (Avenger)
  11. There is no release of new dltcep for a few reasons 1. I rewrote it for windows 7 (and vs 2013) a year ago, but it is very unstable. 2. It always contained some spoiler for upcoming Beamdog releases (iwdee, sod, pstee), so i couldn't just drop a release for it 3. I'm too lazy to handle 1/2 correctly Luckily 2 solved itself, but i still have to find that nasty bug. (It doesn't occur in debug releases, just in the final version, so tracking it is pretty time consuming).
  12. You can always add a scrollbar to the portrait bar. I think you can increase the party limit to 127 without format change. Of course it is practically insane, but technically possible.
  13. The .bah format is removed from the EE. But from what i see, it was bam without bitmaps (bam header).
  14. bah is supposed to be some image format (related to bam) in the old engine, but i never seen any example for it. 0x400-0x401 are unused in the current EE. 0x408 is *.menu as in ui.menu (it is lua type, but somehow special). 0x409 is *.lua as in util.lua wbm (movies/area animations) and png (portraits) are supported by EE.
  15. You may, or may not use CLASS(LastSummonerOf(Myself),DRUID_ALL) - this would also trigger on SHAMAN.
  16. This also means, some descriptions are definitely wrong. ZZG7TS - should have a vs. troll bonus of 3 (which is true) ZZH8GK - should have a vs. giant bonus of 3 (according to its description), but it in fact is a +4. (over its normal +1)
  17. Right, ZZ filename triggers some hardcode in the exe. It can change the attack roll based on alignment (all the instructions like alignment/race type and attack bonus are coded into the filename after ZZ). The targeting code (3. char) is: digit = alignment, letter = race The numeric code (4. char) is translated to attack roll by this formula: 0: -5, 1: -4, 2: -3, 3: -2, 4: -1, 5: +1, 6:+2 ... 9: +5 (there is obviously no need for 0). The rest of the filename is arbitrary. The alignment code is: 0 - lawful, 1 - lcneutral, 2 - chaotic, 3 - good, 4 - geneutral, 5 - evil The race code is: A - GOLEM B - LIZARDMAN C - TANARI D - ELEMENTAL E - ORC F - SALAMANDER G - TROLL H - GIANT I - YUANTI J - UNDEAD K - UMBERHULK L - GOBLIN M - ELF N -DWARF O - GNOME P - HALFLING Q - HALFELF R -HUMAN S - SPIDER T -BEETLE U - GHOUL V - MYCONID W - SHRIEKER X - WOLF Y - OGRE Z - SKELETON
  18. I don't have any iwd installed, but don't they have use eff file (177) in their equipping block?
  19. Yes, since the original animation id is lost, it needs to be recreated from Race/Class/Gender.
  20. 6 does exactly the same as 0 as far as opcode 18 works. They won't be considered equal by the engine. I don't know why this needed a new parameter.
  21. Bit 9 (made save) was implemented to support bit 8 (save for half). The saving throw is handled by a separate code (as in all engine versions), so it has to tell the damage opcode that the save was successful. You can indeed use it for exact expressions where one has to suffer xdy/2 damage. But it is best used with bit 8 so it can eliminate the lame double opcodes of fireball, lightning bolt, etc.
  22. It looks like palette index 0 is always treated as transparent color, regardless of how this palette entry has been defined (at least in the EEs). Older IE versions don't work the same way. There are various rendering codes even in the same engine (depending on hardware or software rendering). Though i don't know where this particular info came from, i can very well accept that some engine versions treat the transparent green value as transparent.
  23. Ah yes. addglobals adds 2 global variables. But you don't have to (and can't) specify the scope (GLOBAL).
  24. Yeah, there is no racial limitation. But don't believe me, just test it As far as i know, spells got only class (limited), kit (limited) and alignment based restrictions.
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