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the bigg

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  1. Version v3.08


    The Widescreen Mod allows Planescape:Torment, Baldur's Gate: Tales of the sword Coast, Baldur's Gate II: Shadows of Amn, Baldur's Gate II: Throne of Bhaal, Icewind Dale: Heart of Winter and Icewind Dale II to be played at previously unsupported resolutions, like those of widescreen monitors. The project is currently an open beta, and only some engine variants are supported, those these will expand in future releases. Any resolution is supported, provided that its X axis is greater or equal than 800 and the Y axis is greater or equal to 600 . Fullscreen works for any resolution supported by your graphic card, driver and screen. Otherwise, you can play the game windowed (except in TotSC and Ps:T, where you can't play the game windowed). Forum Readme Project Page
  2. Over at BWL, registered users who don't pay 5$ to upgrade their membership are called visitors and can only register a prefix and browse a couple of other threads.
  3. Should we even be surprised anymore? It's been two years since he's started saying that he's moving away from the current host "any time soon" because it goes down every now and then, with no signs of ever actually moving to the reliable server (and almost one year since he introduced a paywall to purposely pay for the server).
  4. Since it's a bitfield, you can simply combine simple definitions into more complex ones if you're that much willing to make it hard for people to get the right dialogues for your mod: OR(2) AreaType(FL_INN) AreaType(FL_CANRENTBUTISNOTANINN) AreaType(FL_INSIDE) !AreaType(FL_TRADEMEET)
  5. There's about 250 free sectypes (or 65k if it's handled as a short), so the risk of running out of space is smaller.
  6. CD_INN etc. were examples. I don't think that pillaging Cam's or Nythrun's namespace without their consent is a good idea.
  7. The more modders are used to seeing prefix, the better. Many prominent and well-coded NPCs still don't fully prefix their files, and that's a bigger potential compatibility risk than some modder deciding to use ADD_AREA_TYPE without first checking the reservation thread linked to by the command description.
  8. WeiDU alters AREATYPE (short at 0x48 in ARE files). AREAFLAG (long at 0x14 in ARE files) cannot be checked against by triggers, making altering it moot for the purposes of scripting. Of course, NI and the IESDP use inconsistent naming vs. what the IDS files are called (0x48, areatype.ids, is called 'location' in Near Infinity and 'area flags' in IESDP, while 0x14, areaflag.ids, is called 'area type' in Near Infinity and 'area flag' in IESDP), so it's easier than usual to confuse things.
  9. Gitted. Still, we could use something (even a loose thread) to handle cooperation (given the extremely limited number of free slots, there should be a way for modder X to see that inns are already handled by CD_INN and shops by FJ_SHOPS, rather than creating a duplicate prefix_SLEEP_PLACE or prefix_WALLMART).
  10. So, make up one! The game might have space for an additional 8 area flags (unless ARE 0x48 is handled as byte, in which case no space is free for area flags). ACTION_IF !FILE_CONTAINS_EVALUATED (~areaflag.ids~ ~CD_INN~) THEN BEGIN OUTER_SET value = BIT8 // should actually be code to figure out "first unallocated power of two in areaflag.ids" APPEND ~areaflag.ids~ ~%value% CD_INN~ END COPY_EXISTING ~area1.are~ ~override~ ~area2.are~ ~override~ <snip> WRITE_SHORT 0x48 THIS | value <in some dialogue file> CHAIN IF ~AreaType(CD_INN) IsAvailableForPartyDialog("Edwin")~ THEN BMINSC innComment ~We are in an inn! We should look for some nuts for Boo!~ == BEDWIN ~I prefer to look for whores.~ EXIT
  11. A list of AreaCheck() wouldn't match against custom areas; perhaps you can ask Ascension to make AreaType() work, and use EVALUATE_BUFFER to compile AreaType() if ToBEx is installed and AreaCheck() if it isn't?
  12. I'm pretty sure it integrates without issues (the Geo Sorc receives its table, while the standard Sorc gets the Refinements one).
  13. I was replying to a spambot, I'll have you know.
  14. Wow, a spambot that clones posts' text from the forum to sound on-topic? I'm impressed.
  15. You could play that as a joke. IIRC, there's even precedent for that sort of thing in BG1, but I can't recall any example.
  16. I completed the game without troubles (well, I used Ease of Use for the battlechamber, but I did get past the Dragon's Eye). IIRC, some ancient versions of the mod broke some cutscenes, which might be what you're experiencing.
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