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About Sam.

  • Birthday 06/25/1991

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  1. If it is SoD run modmerge (or similar) tool FIRST. Try CLUAing in the items to a new game, not a saved game where you already had the items.
  2. Surely someone knows? @K4thos, @argent77 ? This topic is the source for my terminology of "stencil" vs "dithered" water. Is there a difference in the TIS/WED files, or is the difference just how the engine renders the water animation?
  3. What is the difference between stencil and dithered water in tilesets, and exactly what does the Degreenifier (tis2bg2.exe) tool do from a graphical/mathematics perspective? What else does one need to know on this topic? Of additional interest, who wrote tis2bg2? I see a "(c)KD" in the CMD output. Is that KingDiamond?
  4. I certainly agree -1 is the best value for no-value strrefs. A cursory test of ToSC shows no visible difference between 0x0000 and 0x2020 (and if any engine would care, I figure it would be the oldest), so I think the current behavior is fine. No reason to change what isn't broken. Thank you for the explanation.
  5. You are both right (of course). I am using target as a literal and as a variable within the same function call: STR_VAR str2 = "target" str4 = EVAL "%target%" I seem to get my desired result, so I guess I'll live with the warnings for now because changing the variable names would complicate the code, but we'll see. On an unrelated note, why does CREATE ~ITM~ leave the Item Animation field at 0x0000 instead of initializing it to the standard "none" value of 0x2020 (" ")?
  6. I am passing STR_VAR str2 = "target" to a function with the intent of setting the variable "str2" to the literal string "target". WeiDU is throwing me the following warning: WARNING: possible missing EVALUATE_BUFFER in [STR_VAR "str2" = "target" for LAUNCH_PATCH_FUNCTION "ps_append_str_inline_unless_default"] How can I convince WeiDU that I am doing what I intended without suppressing all warnings of this type? All I can think of is SPRINT target ~target~ STR_INT str2 = EVAL "%target%" But this seems like terrible programming...
  7. And make sure the language you installed the mod into is the same language you're still playing the game in.
  8. The villagers will come with torches and pitchforks, and you will be burned at the stake.
  9. There was once discussion of creating a wiki for the IESDP. So far this hasn't happened, but if it ever did, I believe it would be the ideal place to provide detailed descriptions and lists of caveats (and examples) for many of the aspects of the IE, especially effects/opcodes.
  10. Probably only from other people. Which mods?
  11. I apologize, but I don't quite understand/follow what you are saying. Would you mind elaborating?
  12. I was looking through the ITM file format descriptions between the different versions, and found a few discrepancies. I can make some PRs for some edits, but wanted to get some feedback first. In addition to some capitalization, spelling, and minor jargon differences, these jumped out at me: Edit: This forum software sucks at formatting anything more exciting than plain text...
  13. Have any of you ever looked at the FR Atlas (it comes as a program)? My understanding is that it is about as cannon as it gets when it comes to terrain and locations of places in Faerûn.
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