Jump to content

argent77

Modders
  • Posts

    1,581
  • Joined

Everything posted by argent77

  1. DLC Merger DLC Merger is a mod that allows you to merge DLC archives, such as the Siege of Dragonspear expansion, with the main game. This step is required if the game expansion is distributed as a separate DLC before the game can be properly modded. Version 1.5 provides Spanish translation. Download: GitHub Discussion: Beamdog Readme
  2. The "Open File" dialog is provided by the Swing GUI framework which Near Infinity is based on. It is (mostly) platform-independent, that's why it doesn't provide many options and integrates badly into the system. That GUI framework is ancient (first release: 1996), so it's unlikely it will ever get another feature upgrade.
  3. There are actually three different variants listed for action 34 in IESDP: 34 UseItem(S:Object*,O:Target*) 34 UseItemSlot(O:Target*,I:Slot*Slots) 34 UseItemSlotAbility(O:Target*,I:Slot*Slots,I:Ability*) One of them can be used to select the ability. However, the item seems to be chosen by item slot instead of a resref. But you're right about the missing fourth variant. It should be listed even though it isn't defined in ACTION.IDS. There's already a precedent for this. Action 293 StartDialogOverride() lists the undefined variant for talking with conversable items.
  4. I'll see if there is a way to turn on hidden file display in the "Open Game" file dialog in NI. As a workaround you could place the NearInfinity.jar into the game directory and start it from there. NI will automatically detect the game in that case. Moreover, the Flatpak version of Near Infinity should have set up a file association with the "chitin.key" file of the game. In that case you can simply navigate to the (hidden) folder of the game and open the chitin.key in the file manager.
  5. The WeiDU docs don't appear to list all shorthand syntax that is supported by WeiDU. The best list I could find is in the WeiDU source itself: https://github.com/WeiDUorg/weidu/blob/master/src/dlexer.mll
  6. Not all script action variants are listed in ACTION.IDS. You have to add the function signature first to make it accessible from scripts, like this: APPEND ~ACTION.IDS~ ~34 UseItemAbility(S:Object*,O:Target*,I:Slot*SLOTS,I:Ability*)~ UNLESS ~UseItemAbility~ CLEAR_IDS_MAP The latter command is important for WeiDU to register the ACTION.IDS changes.
  7. Even with the optimized texture layout imposed by the NI conversion there may still be some glitches around the dynamic parts of tilesets. That's probably the best result possible with the currently available tools.
  8. 1. Using NI for palette-based TIS -> PVRZ-based TIS conversion is currently the best approach. Both conversion via Mass Exporter or selecting individual TIS files and choosing the option "Export... -> as PVRZ-based TIS" work equally well. The conversion through an intermediate format, such as PNG, doesn't work as well since it loses WED tile layout information in the process (which is responsible for the black lines after conversion). 2. The best way of using tile2ee is to include PVRZ-based tilesets in the mod and use the tool to convert them back to palette-based tilesets on-the-fly for the original games. This script from my Djinni Companion mod uses this approach, for example.
  9. I'm especially worried about that line: It looks like this is an ongoing process that has most likely not yet ended.
  10. Seems to be back online. The numerous downtimes lately may be related to the recent layoffs. That doesn't bode well for the future of the forum.
  11. Great minds think alike. I solved it basically the same way. I'd suggest to post your script in the WeiDU macros thread as well so it doesn't get lost so quickly.
  12. This is caused by the texture format used in EE games to store map background graphics. It may introduce compression artifacts under specific conditions (e.g. at huge or very low contrasts between pixels). It may be possible to optimize compression to make it less noticeable, but it isn't possible to prevent it completely. This is a magnified version to see the differences:
  13. Great stuff! I never thought about using the GUI for that. Thanks for the code! The option to disable stealing from stores didn't work, but I think I found a way to fix it.
  14. Only languages with non-ASCII characters were affected by this issue. English translation should be fine since UTF-8 is backward compatible with US-ASCII.
  15. Afaik the legacy build of the latest WeiDU version should still correctly preserve filenames with non-ascii characters. Download "WeiDU-Windows-*-x86-legacy.zip" from the latest WeiDU Release, unpack "weidu.exe" from the zip file and rename it to "setup-generalized_biffing.exe". Since it is the latest version it shouldn't be "fixed" by WeiDU's auto-update feature, so you don't even have to remove all the other setup executables.
  16. Spellhold Studios Trials of the Luremaster for Baldur's Gate Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. It is available for BG2:EE, SoD and EET. Version 4.1 updates several lines for the French translation. You can grab the latest release from the download links below. Download: GitHub Forums: SHS, Beamdog Readme
  17. Spellhold Studios Reveal Hidden Gameplay Options This is a mod for all Enhanced Edition games that adds a great number of useful options directly to the game's options menu. These options include the (in)famous debug console, various convenience and graphics options and many more. Version 4.4 adds Italian translation. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  18. HQ-SoundClips for BG2:EE This mod restores original high quality sound clips for the EE NPCs in BG2:EE and EET from an earlier game patch which was replaced with lower quality content by Beamdog in patch v1.3 and later. Version 1.3 provides Brazilian Portuguese translation and labels for Project Infinity. Download: GitHub Discussion: Beamdog Readme
  19. I agree in principle, but that's one of the many limitations of the game engine. Most stuff is added via random treasure tables, and (to my knowledge) it is not possible to selectively disable or enable this mechanism. I'll see what can be done about that. I don't think that a higher price would make a real difference. It's the challenge of collecting the source materials and finding the right person(s) to create the artifact that should have a greater impact on the general experience.
  20. Sorry, I meant half-jokingly that nobody is available to take care of the problem.
  21. I think it was just bad timing. It must have been Sunday evening in Canada when the website went down. I get the impression that in Australia it's always Sunday evening lately.
  22. This is defined globally for all languages. It might be possible to override it by adding definitions to language-specific Lua files, but I haven't tested if or how it works.
  23. Spellhold Studios PS:T Unfinished Business - Reloaded This mod is a continuation of Qwinn's original PS:T Unfinished Business (PST-UB), based on version 4.12, that has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition (PST:EE). Version 2.2 reactivates the debug console for original PST, adds an option to revive dead party members to Mebbeth's store, and provides several more improvements and bugfixes. Download: SHS, GitHub Discussion: SHS, Beamdog Readme
  24. Subtitles in the games are handled via Lua scripting. In BGEE.LUA you can find a nested array "movies" with several entries. movies = { {'intro', 1, 120, 32207, 0, 1}, {'intro', 719, 779, 32166, 1, 1}, {'intro', 809, 869, 32167, 0, 1}, {'intro', 889, 959, 32168, 0, 1}, {'intro', 949, 989, 32169, 1, 1}, -- ...and so on... } Each entry defines a single subtitle. The individual elements of an entry are defined as follows: index 1: name (resref) of the cinematic (without file extension) index 2: starting frame of the subtitle index 3: ending frame of the subtitle index 4: string reference of the subtitle index 5: horizontal text alignment (0=left, 1=right, 2=center) index 6: vertical text alignment (0=top, 1=bottom, 2=center) Btw, the murder cinematic (sodcin03) is already defined in the BGEE.LUA, but has been commented out. If you remove the comments then you'll notice that the timing is off and there are more subtitles than spoken lines. It was probably created for an earlier revision of the cinematic. However, the lines already exist in the game, so you'd only need to adjust the timing. There are no subtitles available for the ambush cinematic (sodcin05), however. Those have to be created from scratch.
  25. Spellhold Studios Trials of the Luremaster for Baldur's Gate Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. It is available for BG2:EE, SoD and EET. Version 4.0 introduces a new subcomponent that allows you to trade with Hobart before the adventure starts, adds Brazilian Portuguese translation, and provides many improvements and bugfixes all across the mod. You can grab the latest release from the download links below. Download: GitHub Forums: SHS, Beamdog Readme
×
×
  • Create New...